Curtis L. Olson writes: > However there is still an issue to worry about. The random ground > cover code can create thousands of objects which means a branch node > in our scene graph with thousands of kids. plib is not exactly > efficient at deleting kids and even if you know the index, it converts > this to a pointer and then later needs to do a linear search to find > the index again. I've submitted a patch to the plib list to help with > this, but I've never had good luck getting any plib code to change.
How big is the hit if you simply delete a higher-level node and let plib delete all of the branches and leaves underneath automatically? 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