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Curtis Olson wrote:
> On Jan 7, 2008 9:24 AM, Tim Moore <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
> 
>     If you are going to enable random objects, I recommend using OSG 2.3
>     or later. Otherwise,
>     set the environment variable OSG_DATABASE_PAGER_DRAWABLE=VertexArrays
> 
> 
> Hi Tim,
> 
> Is there a way to work around this in our code?  Right now OSG 2.2 is
> the most recent "stable" release and until they hit 2.4, this is going
> to quickly turn into a FAQ for us.
> 
This policy can be set from C++ code, and perhaps it should be set if using an 
older
OSG version than 2.3. I didn't think it was really necessary before, but random 
objects
are another story.

> Just for my own interest/understanding, can you give a brief explanation
> of the problem?  I'd love to start understanding OSG better.
OSG compiles geometry into OpenGL display lists. This action needs a graphics 
context,
which means doing it in the graphics thread for all practical purposes. To 
avoid impacting
the frame rate when new scenery is paged in, the OSG DatabasePager passes 
several objects
per frame to the graphics thread for compilation. Unfortunately there are bugs 
in 2.2
that cause shared models, such as the scenery models and random objects, to be 
recompiled
for each instance of the model. This is mostly noticeable in fg at startup when 
the whole
world is paged in, but the large number of random objects (thousands) really 
tickles this
bug. I submitted fixes for OSG which are in 2.3.

The "OSG_DATABASE_PAGER_DRAWABLE=VertexArrays" forces OSG to not use display 
lists; this
solves the problem at the cost of lower overall performance.

I suppose that we shouldn't expect users of CVS FlightGear to track 
OpenSceneGraph from
SVN. OSG 2.3.1 is available as a tarball; I don't know if it's available as a 
binary
download.

Tim

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