Curtis L. Olson writes: > I'm not claiming we are currently optimal, but you also need to > consider that by grouping your low level structures into larger > chunks, you reduce the ability of the scene graph to do an early cull > of non-visible stuff. Making larger chunks needs to be balanced > against the benefits of scene graph culling that smaller chunks bring.
To back Curt up here, culling matters a lot -- some people saw a 70% framerate drop when I tried disabling scene-graph culling for some branches. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
