Hi Lorenzo, maybe you want to check out this thread: http://forum.openscenegraph.org/viewtopic.php?t=14222
For me it helped by simply 'parading' all objects in front of the camera at the start of the simulation, this forces the push to GPU needed, as long as the data fits on the card. I don't think there is any other way to really force this push for a static database. Cheers, /Pelle On 3 November 2016 at 12:08, Robert Osfield <robert.osfi...@gmail.com> wrote: > On 3 November 2016 at 10:19, Sebastian Messerschmidt > <sebastian.messerschm...@gmx.de> wrote: > > I struggled with some instance data not being sent to the GPU (2 > gigabytes > > worth of data textures) resulting in stutter. I ended up using: > > viewer->getDatabasePager()->setDoPreCompile(true); > > This only affects the handling of paged database, it has no effect on > static databases. > > > Maybe Robert can explain what is happening when using the pre-compiled > > option is used. It helped with the textures for sure. > > I've already gone into enough detail for the topic in hand. The only > great detail I can provide on pre-compilation is the read the code and > spell it out line by line. OR... you could just open up an editor and > read the code yourself. > > Robert. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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