Curtis L. Olson writes:
>
>Norman Vine writes:
>> Doing the Culling and setting up the transforms for each leaf in the 
>> Graph may be 'cheap' but it certainly isn't free and doing 
>this multiple
>> times for the same geometry is usually a performance hit < see below
>> >.
>
>No, you misunderstand.  I was refering to logically dividing up your
>geometry into separate ssgRoots ... not duplicating it.  If you are
>talking about multiple scene graphs that mirror each other in
>structure and transform/placement of the leaf nodes, then that's a
>different story.

Ahh...  Sorry you are quite right having multiple roots is just
like having more branches as long as the roots don't duplicate
any geometry and or hierarchial state optimizations

Cheers

Norman

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