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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