you should call first activate and after this deactivate. If you have no MaterialGroups in your scenegraph and your first chunk is always a TextureChunk this code should work. Is your opengl context current?
Could be a frustum culling problem just disable it for the first frame.

renderAction->setFrustumCulling(false);

thanks, this solves the problem with initial texture loading. the other method (window->validateAllGLObjects()) crashed sometimes.

i still have the issue that only wild tumbling of the scene brings the framerate from 5fps up to ~60fps (test scene hase about 2.5 mio vertices, texture size is about 70mb after merge). i have a GeForce 7800 GT and 2gb of system ram.

regards,
simon


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