Hi Jordi,

ok thanks for the advice. But how about the repeating textures in different 
models? I think they will be repeated for every model's ive-file even if they 
are shared and may take up too much space depending on the application. 
I also need to be able to accept any file given by the user, so not all of the 
assets are under my control so to speak. 

By the way, do you guys have any idea about how to make go away the 
osg-noficiations when using opengl-es 2.0? I see many warnings which I think 
are related to the properties of the old fixed pipeline (like lighting on/off) 
I thought when osg is built for the core profile / opengl-es 2.0, it deals deal 
with these kind of things automatically and appearently it does not. I have 
been able to remove a large number of features by modifying the osg-files by 
hand, but it is a time-consuming processs and I have not been able to remove 
all of them. But strange enough, this does not cause any visual problems as 
long as I use my own shaders but the notifications are still there and they may 
take up signifant amount of time while trying to set up properties which are 
not available in the new core profile anyway (and these notifications are being 
sent during every frame). I have disabled them using osg::setNotifyLevel() but 
I do not think this is a safe approach because I want to be able
  to log the osg-output while the user uses the app and it should not bloat the 
whole log-file due to an error that can be avoided. 

Is there a visitor or utility to remove all or a subset of the properties 
related to the old-fixed pipeline functionality?


Jordi Torres wrote:
> Hi Deniz and Raphael, 
> 
> 
> In my opinion it is worth to use the osg binary native format in mobile 
> applications, as it should reduce the weight of the model file, and it does 
> not have application specific features. In our applications we convert first 
> all the models to the native format using osgconv.
> 


Cheers,
Deniz

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