From: kcc++at++DynRes.com
Date: 06/19/2001 11:51:17
Angus, thanks for the help.
Is there sample code anywhere for preloading all textures into texture memory from system memory (the "easier" way)?
Kevin
-----Original Message-----
From: MIME :dorbie++at++sgi.com
Sent: Monday, June 18, 2001 9:58 PM
To: Kevin C. Chao
Cc: info-performer++at++sgi.com
Subject: Re: A question about the Loader
You need to page asynchronously in the dbase process and then merge
memory buffers in the app process to let the app know instantly about
the object you have loaded over several frames. You can then add to the
scene graph and it should hit the draw a few frames later.
This may still cause some draw glitches due to texture loading from
system memory to texture memory which you can work around by managing
texture memory (which is difficult) or by preloading all textures
(easier) but as a first attempt it should be MUCH better than your
current approach.
There is sample code in the pguide section and there are detailed
discussions in the Performer email archives on how to do this.
Cheers,Angus.
kcc++at++DynRes.com wrote:
>
> Hi,
>
> Here is my question, please help.
> Our driving simulation uses Performer for animation and Multigen for
database creation. It calls pfuLoadFile("DatabaseName.flt") every time when
loading a new road database. For larger databases, we found
> that there are some graphical glitches (pauses on the graphics) the first
time driving through the road, but the problem goes away on the second and
succeeding runs. It looks like the visual objects are
> paged in from the disk to the memory on the first run. Is there a way to let
the database loaded to the memory all at once?
>
> Kevin
>
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