Hi,
I'm using osgText to show vertex numbers. Often enough it's only 0,1,2
for triangles but it can be several hundred thousands of them.
It's never been optimal, I know - and I guess this is the time to do
something about it, I will look into an alternative way without osgText.
Any suggestions are welcome!
Regards,
Andreas
On 2017-09-08 17:09, Robert Osfield wrote:
Hi Andreas,
I am bit surprised by the extra memory footprint, as I'm currently
working on osgText::Text I don't want to start diving into code that
may well disappear once my work is complete. The new osgText::Text
implementation relies upon shaders to do outline and shadows rather
than multipass and should simplify the internals a bit. Given this
the balance of memory overhead is likely to change.
As a general comment, creating a 150,000 copies of an object is
something that raise a red flag - suggesting that you are working
around an issue that may well be better solved with a different
approach, perhaps not using osgText::Text at all.
Could you explain from a higher level what you are wanting to do with
all these text labels?
Robert.
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