Hi Chris,

I don't know what the issue is.  Is this paging system in any way
related to the standard OSG paging support via PagedLOD and
DatabasePager?  These load balance for you, both in managing the about
of OpenGL objects download as well as removing expired subgraphs.

Robert.

On 5/31/07, Chris Ferrer <[EMAIL PROTECTED]> wrote:
I'm using a terrain tile paging system that sets each tile to it's own
drawable. I've implemented the cull callback function to simply check the
bounding box of the tile against the frustum and return false/true
accordingly.

However once my terrain is loaded from the disk and I begin to look around
it starts to slow down as if it's loading the tiles that are in the current
view space and it continues this as i look around until I've completely seen
every tile in the camera space, then it works just fine without any slow
down.

Is there something i'm missing to force the drawables to load into
osg/opengl after i've sent the vertices, texture and indice arrays over, or
is there something else i need to do?

Thanks in advance,
Chris
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