I have an application that loads several 2048x2048 textures in a separate thread before passing off to the main to be applied to the geometry. I am trying to do anything and everything I can to improve performance on them as the number of textures will increase from several to quite a lot. So I am looking at every option I can and have run in to several questions that I was hoping to get some advice on. I am creating osg::Texture2D and loading them with an osg::Image read in from a jpg file.
1) Is mipmapping enabled by default? Or do I need to call allocateMipmapLevels? 2) If it is enabled, how many levels are created by default? 3) Would changing the internal format mode to one of the compression formats actually perform the compression or does that need to be done manually? 4) If I do need to do the compression, how can I do it without applying it to geometry in my separate thread? I have only seen it done via the CompressTexturesVisitor applied to a node (as in osgconv), would I have to make some empty node and apply the texture to it to do this? 5) Is there any way to send a texture down to the graphics card prior to applying it to geometry? 6) Any other efficiency things I should be looking at? Karl Cary SAIC Software Developer 301-227-5656
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