"How do you build your scene?  All up front, then run the viewer, or do you add 
scene graph elements on the fly between frames?"

All up front.

Robert Osfield <[EMAIL PROTECTED]> wrote: On 5/8/07, Kenneth Riddile <[EMAIL 
PROTECTED]> wrote: I tried explicitly running a GLObjectsVisitor on the scene, 
but it had no effect.  
How do you build your scene?  All up front, then run the viewer, or do you add 
scene graph elements on the fly between frames? 
 

Could I be experiencing the issue described in the following two links?

 http://openscenegraph.net/pipermail/osg-users/2004-September/044793.html 

http://openscenegraph.org/archiver/osg-users/2004-September/0449.html 
It might be a long shot, the texture priority is really just a hint, drivers 
can make their own judgment about how to manage memory so I think you'd be 
lucky is this turned out to have an effect for your particular problem. 


Were these changes ever incorporated directly into GLObjectsVisitor?
 

No.

I've heard one trick is to render one small quad with a texture that isn't seen 
in final image is a good way of forcing the driver to compile and download a 
texture object.

Robert.

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