Hi Aurelien, 100Mb of texture and 20Mb of vertex data isn't really that large relative to what modern hardware is capable of handling. There is lots you can do to optimize databases to reduce their footprint, for instance OpenGL compressed textures are an easy solution that can be done with a small amount of pre-processing.
You could go to the trouble of creating lots of LOD's or PagedLOD's but unless it's absolutely necessary I wouldn't recommend going down this route as it significantly complicates the creation of the databases. So I'd take a step back and work out what the performance bottlenecks are then solve these. Robert. On 8 August 2012 18:07, Aurelien Albert <aurelien.alb...@alyotech.fr> wrote: > Hi, > > In my application, I display some very heavy models (about 100Mo of textures > + 20 Mo of vertex) > > This model is created proceduraly, and I can control the level of detail for > the geometry and the textures, so I build 5 PagedLod : from very simple model > to full data resolution. > > My problem is about the most detailed level : this one is very heavy and I > would like to never keep it in cache to avoid over memory usage. > > Is there any parameter to tweak on this PagedLod (priority, time stamp, > minimum expiry time..) to get the following behaviour : > > - when this PagedLod is needed for display, it is loadded and displayed > - when this PagedLod is no more needed for display, it is deleted from CPU > memory and GPU memory, even if the OSG_MAX_PAGEDLOD is not reached > > Thank you! > > Cheers, > Aurelien > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=49207#49207 > > > > > > _______________________________________________ > 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