Re: texture downloading

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Angus Dorbie (dorbie++at++sgi.com)
Fri, 11 Dec 1998 18:46:18 -0800


Create a texture list and call pfudownloadtexlist.

You could also page textures on the fly but this is trickier. We have
some code inhouse which Phil Nemec created. The idea is that you trickle
textures from a new scene graph a MIP level at a time int texture memory
before you add it to the scene graph.

Paradigm database management should also support this but last time I
checked (at PAX Rever) it seemed to have some err... issues.

Cheers,Angus.

Robert Wolfe wrote:
>
> Hi,
>
> I have an application that may start off with a basically
> empty scene graph. As time passes in the simulation, the
> application may populate the scene graph with any of several different
> models.
>
> If I am to use texture downloading, do I have to
> create, before the simulation begins, a temporary scene graph
> composed of all the potential models with texture,
> call pfuMakeSceneTexList(), then destroy this scene graph ?
> Is the created texture list actually independent (as far as
> Perfomer is concerned) of the scene graph that was used to create it
> so that the destruction of the temporary scene graph has no effect
> when another scene graph is displayed instead ?
>
> Robert Wolfe, consultant
> Defence and Civil Institute of Environmental Medicine
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