Preliminary work on support for a texture object pool that is designed to help manage resources down the GPU more tightly.
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@@ -834,7 +834,8 @@ void SceneView::cull()
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}
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}
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}
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bool SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& modelview,osgUtil::CullVisitor* cullVisitor, osgUtil::StateGraph* rendergraph, osgUtil::RenderStage* renderStage, osg::Viewport *viewport)
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@@ -845,6 +846,12 @@ bool SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& mod
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osg::ref_ptr<RefMatrix> proj = new osg::RefMatrix(projection);
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osg::ref_ptr<RefMatrix> mv = new osg::RefMatrix(modelview);
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osg::State* state = _renderInfo.getState();
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if (state->getMaxTexturePoolSize()!=0)
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{
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osg::Texture::getTextureObjectManager(state->getContextID())->setTexturePoolSize(state->getMaxTexturePoolSize());
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}
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// collect any occluder in the view frustum.
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if (_camera->containsOccluderNodes())
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