Hi Everyone,

 

I’ve been playing around with the osgviewer loading very large scenes that uses LODs.  I’ve noticed that after flying around the scene, forcing each LOD to load each of its children once, and then returning to my initial state, my frame rate drops to about 15% of its original.  I’m pretty sure it’s the textures using all of the graphics card’s memory, because if I traverse the entire scene graph releasing all objects, the frame rate fixes itself.

 

After looking at the code for LODs and PagedLODs, I can’t determine when the GL objects for inactive children are released.  I’m sure there is a performance benefit to not immediately releasing them once a child is disabled, but I don’t see how they are ever being released.  Can someone explain how the LODs manage GPU resources that persist through frames?

 

Thanks,

Chase

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