Hi Alessandro, You can set the OSG_MAX_TEXTURE_SIZE env var to the max size you want, this will force a rescale of all imagery larger than this when it's download to OpenGL. This is slow to keep doing at runtime though, the best thing would be to write a pre-processing traversal that rescales all the imagery to a sensible size then save out. Another thing you do is to use OpenGL texture compression to help reduce memory footprint down on the GPU and in main memory. Again converting your data once then use this processed model at runtime is the most efficient things to do. You can use osgconv to help out with this.
Robert. On Sat, Jan 10, 2009 at 10:53 AM, alessandro terenzi <a.tere...@gmail.com> wrote: > Experiencing with models prepared by people that do not develop graphics for > realtime applications, it happens quite often that we have to deal with > models that come with not-power of 2 and/or very big textures. > > This took me to face with 2 problems: > > 1) if rescaling to power of 2 occurs, performances may be not as desired > 2) memory usage could be very high if many big textures are used > > I wonder if there is a way/hint to force OSG to rescale every texture to a > chosen max dimension? > > Thank you. > Alessandro > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org