Good to know then - my tests so far show a correct and solid behavior. Thanks Robert,
ricky On Tue, Jun 17, 2014 at 12:15 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > HI Ricky, > > Your approach sounds correct. You are correct in that the user > doesn't need to explicitly for the release of GL objects as the OSG > will pass the GL objects across to the OSG's internal object cache to > be release by automatically by the draw thread. Reuse of GL objects > will also happen automatically for you. > > Robert. > > On 17 June 2014 11:07, Riccardo Corsi <riccardo.co...@kairos3d.it> wrote: > > Hi all, > > > > for a project I'm loading a scene which fits into system memory but most > > likely not in video memory. > > I prefer to load the whole scene at startup to run some pre-processing on > > the scene elements. > > > > What I'm after is then to dynamically precompile/release GL objects at > > runtime for different elements of the scene - I want them precompiled > before > > merging into the visible scene to avoid frame drops. > > > > The way I'm doing it right now is: > > - when adding element, I push them into an > > osgUtil::IncrementalCompileOperation. When compiled I merge them into the > > visible scenegraph > > - when removing, I simply detach the nodes > > > > Is this a correct approach? > > > > In particular, is it correct NOT to release explicitly the GL objects > when > > removing the nodes? > > From what I've read in the archives, osg should do it automatically at an > > appropriate time... > > > > Other hints are welcome :) > > Thanks, > > ricky > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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