Hi all,

thanks to all contributors for the great OpenSceneGraph 3.0.1!

we are currently loading a couple of detailed Collada files into a
city scenery which displays a mobile radio network in operation. These
collada files often have textures that wildly vary in resolution and
size. Some of them are taken from Google's 3D warehouse and were made
by different artists.

Is there a way to tell the DAE plugin to downscale particularly large
textures, so that we can limit the amount of graphics memory that
these objects consume? Overall we want to have something like 30
detailed buildings in our city scene, and if OSG keeps all textures on
the GPU all times we will be running out of memory quickly. We cannot
simply enforce a low texture size limit globally for the entire
application, as our own GPGPU radio propagation calculations require
some high res textures in the order of 2048 pixels squared.

Another thought: Does OSG automatically generate mipmaps for textures
in Collada files? My thinking is that when a building is not anywhere
close to the camera, its low resolution mip maps may be used and the
highest resolution mip levels can be paged out of the graphics chip. I
have no idea if this is a standard feature of modern OpenGL drivers or
not, but it would certainly ease the memory pressure quite a bit.

Christian
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