Time for action—sharing textures with a customized callback
We would like to explain the importance of scene optimization by providing an extreme situation where massive textures are allocated without sharing the same ones. We have a basic solution to collect and reuse loaded images in a file reading callback, and then share all textures that use the same image object and have the same parameters. The idea of sharing textures can be used to construct massive scene graphs, such as digital cities; otherwise, the video card memory will soon be eaten up and thus cause the whole application to slow down and crash.
- Include the necessary headers:
#include <osg/Texture2D> #include <osg/Geometry> #include <osg/Geode> #include <osg/Group> #include <osgDB/ReadFile> ...
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