<max_values> ‐ The maximal numbers of some scene components
This element defines the maximal numbers of some scene components that rely on fixed size allocations. In the future all the allocations should be dynamic and unlimited in size, and this tag should become deprecated. The attributes are all expected to have a strictly positive integer value.
The integer value of the max_textures attribute defines the maximal number of textures that can be loaded in the scene.
The integer value of the max_shaders attribute defines the maximal number of different shading programs that can be loaded in the scene.
The integer value of the max_display_lists attribute defines the maximal number of display lists or vertex buffer objects that can be stored simultaneously. It corresponds to the maximal number of non deformable objects displayed simultaneously.
The integer value of the max_displays attribute defines the maximal number of displays that can be viewed simultaneously. This feature is only used in the evi3D environment currently.
The integer value of the max_path_components attribute defines the maximal number of curves that can make a path used in a path geometrical object or in a path transformation.
The integer value of the max_targets attribute defines the maximal numbers of scene nodes that are likely to receive messages. In order to enhance message reception speed, each time an object receives a message, its ID and pointer are stored in a table. This storage is used to avoid scene graph traversal for the following messages to this object.
The integer value of the max_embedded_parameters attribute defines the maximal numbers of parameters that can be defined in macro-commands for algorithmic scene descriptions (see Chapter 4).
The integer value of the max_scenes attribute defines the maximal numbers of scenes that can be stored in a composition. Each scene is associated with a scene file (see the command line syntax use to pass scene file names Section 3.2.1). The integer value of the max_model_view_matrices attribute defines the maximal numbers of model view matrices that can be stored in a composition. Each displayable geometrical object is associated with its model view matrix. The matrix is used to store the position of the object in the absolute coordinates during scene graph traversal (pre-display pass). The matrix is reloaded for the actual display of the object during the post-display pass.
The integer value of the max_selected_objects attribute defines the maximal numbers of objects that can be selected simultaneously through mouse or sensor-based selection.
None.
The example below instantiates the maximal values detailed above.
<max_values max_textures="100" max_shaders="100" max_display_lists="60000" max_displays="8" max_path_components="100" max_targets="400" max_embedded_parameters="32" max_scenes="100" max_model_view_matrices="5000" max_selected_objects="300" />