[osg-users] Avoiding texture release
Andreas Ekstrand
andreas.ekstrand at remograph.com
Wed Sep 30 23:54:17 PDT 2015
Hi Robert,
You're right, it was the sheer amount of texels that was the problem. By adding polygons using both set of textures in both switch children, I saw that performance was bad all the time instead, due to constant swapping. Guess I thought I used a better graphics card. :-) I had to scale down to 4096x4096 which was fine.
Regards,
Andreas
> 30 sep 2015 kl. 16:56 skrev Robert Osfield <robert.osfield at gmail.com>:
>
> 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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