Thank you so much for your response! You saved me a LOT of time. I
thought you had to call dirty() on the image associated with the texture
in order for it to trigger the callback. Based on your comment that I
was using both an image and a callback, I tried removing the image
(which makes sense
Hi Cleo,
There isn't any way I can determine what the problem from the information
given. I can't rule out an OSG bug, but the only way to be able to find
this out would be to have a compilable application that reproduces the bug
so that I can test it first hand. It could very easily be a bug in
Hi,
I recently upgraded from osg 2.6 to 3.2.1. I noticed that the
SubloadCallback::load() now gets called exclusively and eats up all
memory until the machine crashes. subload() never gets called anymore. I
changed my Texture2D instance to use 1 mipmap level and forced it have
zero levels wit
Hi Nikos,
I would suspect an issue with the way you are trying to message memory
footprint as the figures really aren't proportional to the data used. The
OSG's management is pretty thoroughly tested and is unlikely to introduce
any unexpected issues.
Robert.
Hi Ulrich,
Thank you very much for your answer and forgive me for
taking too long to respond
I used two sets of data from the external application and saved
the scene graph to corresponding osg files. Here are some statistics:
The first osg file is 138 MB and the scene graph has 2864009 vertic
Hi Nikos,
On 13/10/12 1:29, Nikos Babasakalis wrote:
> Using test data from the external application and saving the graph to osg
> files,
> I observed that their size is very big (88 MB in one case and 115 MB in
> another).
> Moreover the memory consumption is very high (about 130 MB in one case
Hi,
I am new to OpenScenegraph and I am trying to use osgviewer in an MFC MDI
application
(something like osgviewerMFC example) for displaying entities obtained
from an external application. I am using OpenScenegraph 2.2.0
The structure of the graph I am making is something like this:
1.
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