Re: [osg-users] Incremental GL compile

2014-06-17 Thread Riccardo Corsi
Good to know then - my tests so far show a correct and solid behavior.
Thanks Robert,

ricky


On Tue, Jun 17, 2014 at 12:15 PM, Robert Osfield 
wrote:

> HI Ricky,
>
> Your approach sounds correct.  You are correct in that the user
> doesn't need to explicitly for the release of GL objects as the OSG
> will pass the GL objects across to the OSG's internal object cache to
> be release by automatically by the draw thread.  Reuse of GL objects
> will also happen automatically for you.
>
> Robert.
>
> On 17 June 2014 11:07, Riccardo Corsi  wrote:
> > Hi all,
> >
> > for a project I'm loading a scene which fits into system memory but most
> > likely not in video memory.
> > I prefer to load the whole scene at startup to run some pre-processing on
> > the scene elements.
> >
> > What I'm after is then to dynamically precompile/release GL objects at
> > runtime for different elements of the scene - I want them precompiled
> before
> > merging into the visible scene to avoid frame drops.
> >
> > The way I'm doing it right now is:
> > - when adding element, I push them into an
> > osgUtil::IncrementalCompileOperation. When compiled I merge them into the
> > visible scenegraph
> > - when removing, I simply detach the nodes
> >
> > Is this a correct approach?
> >
> > In particular, is it correct NOT to release explicitly the GL objects
> when
> > removing the nodes?
> > From what I've read in the archives, osg should do it automatically at an
> > appropriate time...
> >
> > Other hints are welcome :)
> > Thanks,
> > ricky
> >
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> >
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> >
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Re: [osg-users] Incremental GL compile

2014-06-17 Thread Robert Osfield
HI Ricky,

Your approach sounds correct.  You are correct in that the user
doesn't need to explicitly for the release of GL objects as the OSG
will pass the GL objects across to the OSG's internal object cache to
be release by automatically by the draw thread.  Reuse of GL objects
will also happen automatically for you.

Robert.

On 17 June 2014 11:07, Riccardo Corsi  wrote:
> Hi all,
>
> for a project I'm loading a scene which fits into system memory but most
> likely not in video memory.
> I prefer to load the whole scene at startup to run some pre-processing on
> the scene elements.
>
> What I'm after is then to dynamically precompile/release GL objects at
> runtime for different elements of the scene - I want them precompiled before
> merging into the visible scene to avoid frame drops.
>
> The way I'm doing it right now is:
> - when adding element, I push them into an
> osgUtil::IncrementalCompileOperation. When compiled I merge them into the
> visible scenegraph
> - when removing, I simply detach the nodes
>
> Is this a correct approach?
>
> In particular, is it correct NOT to release explicitly the GL objects when
> removing the nodes?
> From what I've read in the archives, osg should do it automatically at an
> appropriate time...
>
> Other hints are welcome :)
> Thanks,
> ricky
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] Incremental GL compile

2014-06-17 Thread Riccardo Corsi
Hi all,

for a project I'm loading a scene which fits into system memory but most
likely not in video memory.
I prefer to load the whole scene at startup to run some pre-processing on
the scene elements.

What I'm after is then to dynamically precompile/release GL objects at
runtime for different elements of the scene - I want them precompiled
before merging into the visible scene to avoid frame drops.

The way I'm doing it right now is:
- when adding element, I push them into an
osgUtil::IncrementalCompileOperation. When compiled I merge them into the
visible scenegraph
- when removing, I simply detach the nodes

Is this a correct approach?

In particular, is it correct NOT to release explicitly the GL objects when
removing the nodes?
>From what I've read in the archives, osg should do it automatically at an
appropriate time...

Other hints are welcome :)
Thanks,
ricky
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