I have been looking into our system lately and there are a couple of
performance issues I think we could address given the right support
from OpenSG.  One of these is in the area of loading textures from a
cache into the system.

First a bit of background information.  The way our system works there
are several stages for images/textures that will be used in the
system.

1. If image is not available in the local cache, download from
internet and notify system asynchronously when complete.
2. Load image from cache into an OSG::Image and tie that to an
OSG::Texture that knows how to apply the image. (set as compressed
texture)
3. Connect the OSG::Texture to a set of geometry that is dynamically created.
4. Add to the scene graph to be rendered the next time around.

There are two parts here that I would like to improve.

1) I would like to store the images in the cache as OSG binary objects
(ala .osb) so we can read them directly into memory with minimal fuss
(ie. performance impact).  Unfortunately I have not been able to find
a way to save out an individual field container or set of field
containers as a .osb file.  I think this should be possible because
fc's allow just this type of functionality for networking.

How can I save an image and/or texture to disk in a binary format
suitable for high-performance reading later?

2) As long as we are doing 1, it would be nice to save the image out
in a compressed texture format.  I think GV was trying to add some
code a while back that would allow the user to convert to compressed
texture on the CPU during load, but I never saw anything more about
that code.  Is there some way to do this, and can it be combined with
1?


Thanks,
Allen

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