Hi Per,
On 2 September 2014 15:32, Per Nordqvist <[email protected]> wrote: > > Thanks Robert for the detailed answer, I see the point of incremental > compilation now but for my particular > use case where I basically load everything at the beginning (but hide some > things from the camera) I think > my magic wand still is this "Performer parading trick". I'm happy to break > many frames as long as I can make it > happen in the beginning, so compile time is not a major issue here. > > I just did some initial "parade tests" and I can confirm the stalls are > gone now so it seems to work out great. > > Still this solution is a bit hacky, so if Carl or somebody else proceeds > with the incremental path I'm curios to see an > example of how complex it gets. > If you need make things are compiled then the CompileOnNextDraw is what almost all of what you need. There is only one caveat this this in that the driver can compile GL objects but leave only in main memory (but managed by the driver rather than the application) without downloading the objects to the GPU. Forcing a render of objects forces the objects to become resident which is where the "parade tests" used in Performer can be useful, you don't actually have to render on screen though. The IncrementCompileOperation actually has an option for forcing a dummy render that doesn't effect the actual final rendering result. The GLObjectsVisitor doesn't have this option though. Robert.
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

