Thanks guys for the answers! I guess it's OK to take a hit at the beginning
if things run smoothly afterwards,
so I don't think I need a incremental compilation.

Based on your answers I found a similar question here
http://forum.openscenegraph.org/viewtopic.php?t=4997

So I tried this:
 osgViewer::Renderer* renderer =

dynamic_cast<osgViewer::Renderer*>(viewer->getCamera()->getRenderer());
  renderer->setCompileOnNextDraw(true);


which is promising beacuse it creates exactly the same stall that I was
seeing before.
However, if I have hidden objects under a switch or if it's outside the
frustum, I still see a recompilation
triggered automatically once it is in the frustum and visible under the
switch.
So how to compile the _entire_ scene?

/Per



On 2 September 2014 14:21, Glenn Waldron <[email protected]> wrote:

> Per,
> If you don't want to pre-compile your GL objects, the
> IncrementalCompileOperation might help too. But you might need a newer
> version of OSG.
>
> Glenn Waldron / @glennwaldron
>
>
> On Tue, Sep 2, 2014 at 7:27 AM, Per Nordqvist <[email protected]> wrote:
>
>> Hi all,
>>
>> Another open-ended question I'm afraid, but maybe someone
>> has seen this before:
>>
>> I sometimes see hiccups (rendering pauses) in my driving simulation,
>> I noticed it only happens with some vehicles, and only when they
>> appear in the frustum for the first time. I wonder how to minimize this
>> effect.
>>
>> Clues:
>> -Once the model has been displayed there is no more hiccup.
>> -Differerent models produce different hiccup delays (consistently)
>> -Hiccup problem does not scale with .ive size or nr of polygons
>> -In bad cases I can see the osgstats cull part go to zero for about 1 sec.
>> -Using ProxyNode makes no difference.
>>
>> Suggestions? Some caching options I can try?
>> Anything nasty to look for in the .ive models?
>>
>> (Most are 3DS format made by 3rd party, converted with osgconv,
>> sorry I can't share them)
>>
>> I'm using OSG 3.01, compositeviewer, linux, Nvidia (different cards, same
>> problem.)
>>
>> Thanks!
>>
>> /Per
>>
>>
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>>
>>
>
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