Hi Dirk,

no it's my own special material optimization but with the SharePtrGraphOp you can do the same.

Andreas


        Hi Jan,

On Thu, 2005-09-15 at 09:43 +0200, Jan Wurster wrote:

Yep, that's what I recon. We did ask at some point but never really got any satisfying information .. there are - in this case - nv-specific tools that do this and more, and the *more* probably was the problem in releasing it, if I remember correctly ;)


I'm just waiting for the next version, which supposedly will be
available on Linux...


only thing is: If I use osgSceneViewer to 'save as' a .osb, it seems to write something like a .bin anyway .. at least, if I try to load it again, it complains about the file not being in 'OpenSG Binary v1.0 format' ;)


Hm, that's weird. But this one works for me.


Sure, but to this extent? I've also tried disabling displaylists with setDListCache - but this didn't help any, unfortunately.


OK. It's not them then.


Yes, that's what I assumed from looking at some code excerpts - so I never bothered to do it manually. If it's any use, I'll do it of course?

Actually, I was able to load (a lot) more data with OpenSG at some point in the past and still run smoothly. The same models now drop down to about 1 fps :(


See the Material optimization that Andreas mentioned. That makes all the
difference in the world for me.
Andreas, is that the regular MaterialMergeGraphOp or something else?

        Dirk






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