>> Maybe someone could do some tests when changing the setting
>> (SGPagedLOD.hxx:56) from "CACHE_NONE" to "CACHE_IMAGES" or even to
>> "CACHE_ALL" (then recompile/install sg+fg). Would be interesting to know
>> how this changed loading times, run-time fps and memory consumption.
After 30 minutes
> Maybe someone could do some tests when changing the setting
> (SGPagedLOD.hxx:56) from "CACHE_NONE" to "CACHE_IMAGES" or even to
> "CACHE_ALL" (then recompile/install sg+fg). Would be interesting to know
> how this changed loading times, run-time fps and memory consumption.
I've just done a ver
On 22.03.2011 23:54, Tim Moore wrote:
>> 5, maybe worst: osg plugins which load 3d models seem to load textures
>> > directly and store them... somewhere. So no caching, if two models use
>> > the same texture it gets always loaded, no matter what.
> This should not be true in general; the images
On Mon, Mar 21, 2011 at 10:03 PM, Lauri Peltonen
wrote:
> Hi.
>
> Inspired by the talk in the dds thread about cloud performance and other
> things, I did some quick grepping through the source about textures. I
> found out FG/SG has at least 5 different way of storing textures:
>
It is important
Hi.
Inspired by the talk in the dds thread about cloud performance and other
things, I did some quick grepping through the source about textures. I
found out FG/SG has at least 5 different way of storing textures:
1. FGTextureManager in FG's Cockpit/panel.*, which at least tries to
keep track of
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