Ya, I had already tried updating the drivers, but this is on an embedded 
platform (slotmachine) and we can only use the drivers provided by the 
manufacturer of the embedded board for regulatory reasons.  I finally broke 
down and had the game cycle through all 113 of its animations on startup which 
"fixed" the issue.

PCJohn <[EMAIL PROTECTED]> wrote: Hi,

as you can see in attached pdf - binds on some ATI cards takes too long.
This happens only when HW mipmap generation is enabled - at least in my 
experiment. My conclusion is that it was caused by old driver (pre 6.6), 
but I can not verify it because there is no newer driver release for my 
notebook. The bug is not on ATI X1950, probably because of new drivers.

One strange think: first texture bind was ok, while starting from second 
one of the same texture, it started to take much longer time. This is a 
different experience from yours. :(


John



Kenneth Riddile napsal(a):
> I have no experience with OSG, but I've been assigned to fix an issue 
> we're having when running our OSG powered games that only happens when 
> running on an ATI card.  Time is an issue, so I'm asking the question up 
> front instead of waiting until I'm familiar with OSG, in case it rings 
> any bells with anyone.  Our games are 2D and use lots of animations that 
> are created by loading a large composite image as a texture with each 
> frame of animation defined by specific u,v coordinates.  To play the 
> animation, the texture coordinates are simply changed to the desired 
> frame of animation.  Everything runs fine on nVidia cards.  On ATI 
> cards, the first time a specific animation is displayed on the screen, 
> it pauses for a long time as if it was loading something.  After that, 
> the animation will always play smoothly.  This ONLY happens on ATI 
> cards.  Does anyone have any ideas or questions?  I just started looking 
> at the code, so I should be getting more familiar with OSG shortly.  Thanks.
> 
> 
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