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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