Hi Milan,

On 11/11/06, Milan Simunek <[EMAIL PROTECTED]> wrote:
thank you very much for your help. Converting images from JPG do DDS
was a good idea. It solved my problem with too much of occupied
memory.

Good to heat :-)

Unfortunately, application still crashes but it is not
connected to textures but to the osg::Impostor instead and to a
hopeless ATI card in my computer. I am sorry but I have no time now to
study it in detail. I could return to it later.

osgSim::Impostor is probably opening too many FBO's/Pbuffers and
running out of memory on the ATI based hardware.

I wouldn't generally recommend using of impostors, there don't lead to
great gains in performance, but they do lead to sporadic cull and draw
loads as things get updated, and can tend to consume alot of
resources.

The solution in your case is simply not to use them.

As a side effect of my debugging I have got deep into the
SharedStateManager and DatabasePager. If I could suggest something
then there could be a simple test (a call to the SharedStateManager)
in the DatabasePager::compileGLObjects(...) before compiling a state
from _dataToCompileList. When there is a lot of states to be later
shared in SharedStateManager, there is (in my view) many of
unnecessary GL-compiling. It is the same thread, so it should not make
any problems. I think somebody has wrote about it too.

Feel free to add the required code and submit it to me (via
osg-submissions).  I'll review it their and merge/make ammendments.

It would also be worth us having an OSG example that sets up the
SharedStateManager to show others how to do it, and also how to test
things.  I am very busy on other stuff so can't take on any more at
present so others will have to step in to tackle stuff like this.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to