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