Re: [Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-29 Thread Frederic Bouvier
Selon Melchior FRANZ : * Melchior FRANZ -- Saturday 29 April 2006 06:28: * Frederic Bouvier -- Saturday 29 April 2006 00:00: Perhaps you already noticed, but I checked a change to model.cxx that allow PLIB, with its own mecanism, to reuse textures from models to models. Yes, this

Re: [Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-28 Thread Frederic Bouvier
Melchior FRANZ wrote : OBJECT_STATIC, in turn, are not shared, but freed with the tile. Their textures aren't shared either. Would be nice if they did, of course. OTOH, most of the static objects have textures that are of no use for other models, so it's not a big problem. Perhaps you

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-28 Thread Melchior FRANZ
* Frederic Bouvier -- Saturday 29 April 2006 00:00: Perhaps you already noticed, but I checked a change to model.cxx that allow PLIB, with its own mecanism, to reuse textures from models to models. Yes, this was hard to miss. With it all my aircraft were untextured (red/white), and I reverted

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Melchior FRANZ
* Erik Hofman -- Friday 21 April 2006 09:29: Melchior FRANZ wrote: Note that several textures are loaded multiple times! The best way to handle this is to create a caching mechanism where the absolute path of the texture is the key and the texture-id is cached for future use. Yes. And

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Melchior FRANZ
* Erik Hofman -- Friday 21 April 2006 09:29: The best way to handle this is to create a caching mechanism where the absolute path of the texture is the key and the texture-id is cached for future use. FWIW: In the scenario described in texsize.high removing doubles would save 93,383,168

Re: [Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Erik Hofman
Melchior FRANZ wrote: Yes. And this would even be quite easy to do. We'd need to incorporate plib's SGI loader into fg/sg, and make it the preference ssgAddTextureFormat(.rgb, fgLoadSGI); etc. Then we can do whatever optimizations make sense. Of course, this would suggest that we more

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Melchior FRANZ
[preventing multiple loading of textures] * Erik Hofman -- Friday 21 April 2006 10:55: I didn't take a real close look but I think it could be done without the need to define our own texture loader. The ssgTexture class allows one to fetch the texture-id after it is being loaded. Yes,

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 21 April 2006 12:15: [...] otherwise call the regular loader and push its result into the queue. Heh ... into the *hash* or whatever, but certainly not a queue. The weak spot is that such a proxy would have to be registered for each supported format. That was

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-21 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 21 April 2006 12:15: Better would be to get a patch committed that changes ssgLoadTexture() to [...] This woudln't work, because there's no way for the proxy to get at the stored data. :-( m. --- Using Tomcat

[Flightgear-devel] Re: statistics: usage of texture memory (shocking!)

2006-04-20 Thread Melchior FRANZ
* Robicd -- Friday 21 April 2006 00:01: what happens when the same 3d object is present multiple times in the scene, does fgfs load into memory multiple copies of the same texture? Depends: OBJECT_SHARED objects are, well, shared. And they are never freed until fgfs is exited. That's