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