Re: [osg-users] glActiveTexture is called many times

2009-12-22 Thread Lilith Bryant
ue still occurs in svn/trunk? > > Robert. > > On Tue, Dec 22, 2009 at 12:54 AM, Lilith Bryant wrote: > > Hi Robert, and the list, > > > > I have found a performance issue with multitexturing. > > > > Once a state has had texture attributes applied for units

Re: [osg-users] Shader composition

2010-02-25 Thread Lilith Bryant
Robert, Chris, et al, I highly suggest you do some benchmarking on shader compiling/link times. We investigated this a couple of years ago, and found that we couldn't avoid an output glitch (due to compile/link time) whenever we needed a new shader. GL Drivers may well have improved since then

[osg-users] Texture Leak When Using Lots Of Different Texture Sizes

2010-03-16 Thread Lilith Bryant
I have an app here that does the following: while (1) { create a texture of a size we haven't used before display it wait a bit delete it } Yes, essentially it's a fancy slide-show. This eventually causes OpenGL to grind into texture-swapping hell. DirectX's te

Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-05 Thread Lilith Bryant
My own research indicates that the timing rules are: The first opengl call will block if the back buffer is not available at that point. The swapbuffers will block if there is already a pending swap queued (by the last call to swapbuffers) So, depending on the circumstances, both can block. L