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/

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