Hi,

I have a switch node with two geodes containing one geometry each, 
shallow-copied from the same geometry but with different state sets having 
different textures. The textures are large (8192x8192) and this causes a 
massive frame drop when switching between the two geodes at runtime. I know 
it's the textures causing the hickup since it doesn't happen when not setting 
the texture attributes.

I have tried applying a GLObjectsVisitor before adding the geodes to the 
switch, and after adding them, setting a 0xffffffff node mask. I have tried 
applying a TextureVisitor with changeAutoUnref and valueAutoUnref. I have also 
tried setting an IncrementalCompileOperation although I don't really know why. 
Nothing helps, how can I avoid these frame drops? I guess I want to avoid a 
releaseGLObjects happening somewhere?

Regards,
Andreas


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