Hi Ramy,
We notice that the DatabasePager only update correctly the timestamp of
expired children if they are registered. When you use a filename to load a
PagedLOD as a children, it is registered automatically. But when you add the
PagedLOD to the scene you need to register ir manually to update
Hi Ramy,
You can use the method setTargetMaximumNumberOfPageLOD of DatabasePager to
try to unload the maximum number of children possible. This methods works
fine for us with a lot of PagedLOD in a quadtree hierarchy with OSG 2.8.3.
However the two first level of LODs aren't unload.
Now we are tr
Hi Jean,
Ya I was only calling optimize (with DEFAULT option) after I load the entire
scene, which now explains why the memory goes down a lot. So now I just call
optimize on each model when I load them, and Im fine.
Now after loading everything, im getting openGL out-of-memory error :D
I'm tr
Hi Ramy,
Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out
what options to use, but I do call optimizer with default options after I load
my scene. I don't mind keeping the geometry data but textures take a huge
space in memory while loading them and they need to g
Jean, The Optimizer trick worked pretty well! Memory consumption is to a
minimum now.
Thanks for your help mate!
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36935#36935
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Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out
what options to use, but I do call optimizer with default options after I load
my scene. I don't mind keeping the geometry data but textures take a huge
space in memory while loading them and they need to go as soon as
Hi, Ramy
There are two basic ways to lower memory usage in that case. First is load your
scene in parts and after loading each part do viewer frame with disabled color
write or some splash screen, this will apply state and free some memory. Second
- try out compressed textures, you can get 4-8
Hello Ramy,
I am asking why, because my application during loading now crashes because its
exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make
it less than 2GB in memory load), the scene gets loaded, I can see it in the
Task Manager going up to 2GB (or just less) a
Hi,
I now have quite a big scene with lots of textures apparently. When I load my
scene the osg Database seem to just store the data until some point in time and
releases them.
When I load my geometry and textures in, I pass in the following parameters:
osgDB::ReaderWriter::Options* op = new o
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