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.
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