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 ------------------------------------------------------------------------------ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
