You're so right :)

It was a non power of two issue. Last week I found out that we used non-power-of-two textures as hud images, so I resized all of them two a power of two resolution, but I missed some of the textures. Now all have correct resolution and everything works fine.

Cheers,
Joakim


On Tue, 20 Jun 2006 17:18:38 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote:

Hi Joakim,

A hit when compiling and downloading GL objects for the first time is
usual, how big the hit is depends on your data.  Things that can
really slow things down are having to resize imagery to a power of
two.  If this is the case considering using osg::TextureRectangle
instead of Texture2D, or use NPOT Texture2D is your hardware supports
it.

You can precompile things using the osgUtil::GLObjectVisitor.

Robert.

On 6/20/06, Joakim Simonsson <[EMAIL PROTECTED]> wrote:

I am loading a texture from disk, and I map it to a quad shaped
osg::Geometry. This is used as an HUD texture.

The osg::Geometry is then placed under a switch node, which initial state
hides all children.

I run my process for a couple of minutes. After that I turn on all chilren of my switch node. (the hud texture is displayed for the first time). What
happens here is that the process "stops" for a short time, before it
displays the image.

When this procedure is repeated, i.e. all children off then on again, the
"stop" is not present.

Could it be that the display lists are compiled for the first time when I
show the hud-texture for the first time?

If yes, is there a good way to precompile the display lists of the
osg::Geometry node?



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Joakim Simonsson
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Joakim Simonsson
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