[Fiware-miwi] XML3D versus three.js (was Re: 13:00 meeting location: CIE (Re: Oulu meet today 13:00))

Jonne Nauha jonne at adminotech.com
Wed Oct 30 14:45:20 CET 2013


Yea I understood that the CPU side mem is not freed eg. the js side data
from the XHR response. Did you have GPU mem unload when xml3d mesh nodes
are removed from the DOM? You had the auto detection how many things are
still referencing to a particular asset, so when the last one is removed it
could be unloaded from GPU.

It could also be nice if there is a API to unload assets from code, not by
finding all the nodes that use it and removing them from the DOM. The dom
nodes could be left alone but just unload the mesh under it, it would then
just not render anything until the mesh is loaded back. Does this make any
sense in the context of xml3d?

Do you have any time estimates for custom loaders supporting async loading?
What about compressed textures? These are probably the significant things
if someone wants to try prototyping something with xml3d + Tundra scene
model. We need custom Ogre asset loaders and we need compressed textures
for efficiency on big scenes. I'll assume the CPU side mem releasing is a
non issue and fixed trivially.

Best regards,
Jonne Nauha
Meshmoon developer at Adminotech Ltd.
www.meshmoon.com


On Wed, Oct 30, 2013 at 11:35 AM, Kristian Sons <kristian.sons at dfki.de>wrote:

> Am 30.10.2013 10:12, schrieb Toni Alatalo:
>
>  Yes this referred to external loaded resources only — as that’s what the
>> city model blocks have, right?
>>
> Yes. And only to the raw response data from the XHR.
>
>
>
>>  >Even without this we can easily load and render scenes of large sizes.
>>>
>> But only ones that fit in memory at once, no? The new city model does not.
>>
>
> How large is your city model, anyway?
>
>   Kristian
>
>
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