Hi,

I was considering to use the buffer/texture object pool for my program (see 
http://forum.openscenegraph.org/viewtopic.php?t=3844&view=previous )

What strikes me as odd, though, is how enabling texture buffer pools 
automatically disables the use of unrefImageDataAfterApply() for textures:

        /** Returns true if the associated Image should be released and it's 
safe to do so. */
        bool isSafeToUnrefImageData(const State& state) const {
            return (_unrefImageDataAfterApply && 
state.getMaxTexturePoolSize()==0 && areAllTextureObjectsLoaded());
        }

Why is that the case? Would there be a way to use texture buffer pools while 
keeping the memory usage benefits of unref-ing the image data after its applied?

Cheers,
Jannik

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70180#70180





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