Re: [Flightgear-devel] Texture cache

2011-03-23 Thread ThorstenB
On 22.03.2011 23:54, Tim Moore wrote: 5, maybe worst: osg plugins which load 3d models seem to load textures directly and store them... somewhere. So no caching, if two models use the same texture it gets always loaded, no matter what. This should not be true in general; the images should

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. I've just done a very quick

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of

Re: [Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-22 Thread Tim Moore
On Mon, Mar 21, 2011 at 10:03 PM, Lauri Peltonen lauri.pelto...@gmail.com wrote: Hi. Inspired by the talk in the dds thread about cloud performance and other things, I did some quick grepping through the source about textures. I found out FG/SG has at least 5 different way of storing

[Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-21 Thread Lauri Peltonen
Hi. Inspired by the talk in the dds thread about cloud performance and other things, I did some quick grepping through the source about textures. I found out FG/SG has at least 5 different way of storing textures: 1. FGTextureManager in FG's Cockpit/panel.*, which at least tries to keep track of