Paul Martz napsal(a):
[...] The naïve approach -- just let OSG load it -- appears to cause a
guaranteed frame rate hit.
I imagine you could break the texture up into smaller chunks and let OSG
page each in incrementally as it comes into range.
Yes, breaking the texture into the smaller ones
On 9/10/07, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- Assuming you've massaged your database so that the highest res
textures only get loaded/displayed at close ranges, how would you use OSG to
avoid the (seemingly inevitable) cost of loading the large texture from disk
and sending it
Hi,
advanced problem:
Is there a chance to preprocess scene by OSG to use PagedLOD?
The scene contains 3GB of textures (or any higher number).
My idea was to make PagedLOD scene that would load high-resolution
textures only for the most close scene parts to the camera.
The problem is clear:
Hi John,
On 9/10/07, PCJohn [EMAIL PROTECTED] wrote:
Is there a chance to preprocess scene by OSG to use PagedLOD?
Yes, but you'll need to write the database conversion yourself. The
osgpagelod example may help a bit as this converts LODs to PagedLODs.
The scene contains 3GB of textures (or
The scene contains 3GB of textures (or any higher number).
My idea was to make PagedLOD scene that would load high-resolution
textures only for the most close scene parts to the camera.
3GB is not overly large, and the reason for PageLOD existance is
helping handle this and much large
The problem is clear: OSG would probably freeze the computer during
preprocessing when loading all the textures. In Inventor, it seemd
simple: just to override the texture type and make the
implementation
not to load texture data. Any chance for solution in OSG?
There every chance
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