Hi Ale, My guess is that it's OpenGL side that is consume all the memory, but as you haven't provide any stack trace it's impossible for say this definitively. Breaking an object into smaller parts won't help if it's OpenGL objects that are consuming all the memory, it will likely help with performance once you get things working. Avoiding use of display lists and VBO will help with the OpenGL memory consumption but will have an adverse effect on performance.
Robert. On 26 November 2012 09:24, Ale Maro <sash...@teletu.it> wrote: > Hi all, > > I am testing osg for my application. > I need to visualize big models. For example I am loading a binary STL > model with 33 millions triangles and I got a bad_alloc exception. > May be the problem is on the capacity limit of STL vectors. > I also tried to write my STL loader and split model during load creating > different geodes (and grouping them) but I am still got the same error > after calling "view->setSceneData( _scene )" > Is there a way to overcome this limitation? > > Thank you! > > Cheers, > Ale > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=51238#51238 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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