Hi Robert,
Could it be that the models have already been optimized then saved to
.ive or .osg and then you load these optimized files with unref
enabled?
Yep, that was it. Darn.
Anyways, I'll probably add settings in our framework to control this on
a per-model and global scope, so that we w
Hi JS,
On Thu, Nov 20, 2008 at 2:13 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hmm, interesting, I can't spot any place in our framework where we call the
> Optimizer on a loaded model, yet the unref setting is clearly on. I'll dig
> around more.
Could it be that the models have already
Hi Robert,
UnRefImageDataAfterApply is off by default. But the Optimizer by
default with switch it on. You can just call the Optimizer with the
settings you require rather than patch it afterwards back to what it
was originally...
Hmm, interesting, I can't spot any place in our framework whe
Hi J-S,
UnRefImageDataAfterApply is off by default. But the Optimizer by
default with switch it on. You can just call the Optimizer with the
settings you require rather than patch it afterwards back to what it
was originally...
As for an alternative, well there is one, you can't have your cake
Quoting Jean-Sébastien Guay <[EMAIL PROTECTED]>:
> Also, I've noticed the osg::Texture::_clientStorageHint, what does that do?
I'd guess that relates to GL_CLIENT_STORAGE_HINT_APPLE and such functionality.
It allows you to skip some copying of the image data on it's way through the
framework and
Hi all,
As noted in other threads, I'm currently working on an app that adds
views at runtime. As expected, this causes the views created after the
viewer has started running to have no textures on the models, because of
the osg::Texture::_unrefImageDataAfterApply default setting of true.
No
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