[osg-users] Avoiding texture release

Robert Osfield robert.osfield at gmail.com
Wed Sep 30 07:56:38 PDT 2015


Hi Andreas,

I suspect just letting the OSG do it's thing with be just fine, and it's
simply the amount of memory on the GPU that these textures take is
fundamental problem you need to address.

Try texture compression on the textures, or try a small pixel format.

The other approach would be to tile that data up so you have a set of
smaller textures each applied to it's own Geode.

Robert.

On 30 September 2015 at 14:25, Andreas Ekstrand <
andreas.ekstrand at remograph.com> wrote:

> Hi,
>
> I have a switch node with two geodes containing one geometry each,
> shallow-copied from the same geometry but with different state sets having
> different textures. The textures are large (8192x8192) and this causes a
> massive frame drop when switching between the two geodes at runtime. I know
> it's the textures causing the hickup since it doesn't happen when not
> setting the texture attributes.
>
> I have tried applying a GLObjectsVisitor before adding the geodes to the
> switch, and after adding them, setting a 0xffffffff node mask. I have tried
> applying a TextureVisitor with changeAutoUnref and valueAutoUnref. I have
> also tried setting an IncrementalCompileOperation although I don't really
> know why. Nothing helps, how can I avoid these frame drops? I guess I want
> to avoid a releaseGLObjects happening somewhere?
>
> Regards,
> Andreas
>
>
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