Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
>> 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

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
> 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

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread ThorstenB
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

Re: [Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-22 Thread Tim Moore
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

[Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-21 Thread Lauri Peltonen
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