Hi Renato,

Potentially you could covert the imagery in the database to OpenGL
compressed format to reduce the memory size.  osgconv utility can be
used to covert a loaded database to compressed using:

  osgconv --compressed originaldatabase.originalextension newdatabase.osgb

You can also write your own compressors to pre-process the data, have
a look at the osgconv sources to see how it does it.

Robert.


On 30 April 2015 at 10:59, Renato Semadeni <[email protected]> wrote:
> Hi there,
>
> I'm supporting an image generator using osg as library for handling the 3d 
> objects. Our artist passed me 3 objects of the total size of 1.5Gb. Our image 
> generator reads in the landscape database and additionally user defined 3d 
> objects. With our other 3d objects it runs without any problems.
>
> We load every object with:
>
>
> Code:
> osg::ref_ptr < osg::Node > _osgNode = osgDB::readNodeFiles( fileList) ;
>
> osgUtil::Optimizer optimizer;
> optimizer.optimize(_osgNode.get());
>
> _osgNode->setStateSet( new osg::StateSet ) ;
>
> ...
>
>
>
>
> As I understand, we load all models into memory, and due to that our image 
> generator is an 32bit process running on Windows, it doesn't get more than 
> 2Gb of memory. With our landscape database and those three 3d objects, the 
> process exceeds the limits of Windows.
>
> Does any body has a proposal, how I could change this, except of transporting 
> it to 64bit? Isn't it possible to pass it to the GPU's memory?
>
> Thanks a lot for every help!
>
> Cheers,
> Renato[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63581#63581
>
>
>
>
>
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