"wayne c deprince jr." wrote:
>
> is it better to have a branchgroup for each "object" (ie. car, tree,
> etc) in the virtual world or have them all in the same branchgroup?

It depends on how you want to modify the scene graph. We did some
testing here internally with highspeed modifications to the scene graph.
We intended to put the results up publically, but I never got around to
it.

Basically the test was to compare addition and removal of pre-created
objects in the scene graph. The first test involved a single BranchGroup
to which a thousand objects were added, one at a time. To add a new
object, The BG was detached, a new object added and then re-attached.
The second test was to add 100 objects each with their own BranchGroup.

The basic result was that for large numbers of objects (above around
500) the time taken to add and remove is an exponential type curve for a
single parent BG and almost linear for the multiple BG. For small
numbers of objects, it doesn't really matter as both are almost
identical in time.

--
Justin Couch                                   Author, Java Hacker
Snr Software Engineer                     [EMAIL PROTECTED]
ADI Ltd, Systems Group              http://www.vlc.com.au/~justin/
Java3D FAQ:       http://tintoy.ncsa.uiuc.edu/~srp/java3d/faq.html
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"Look through the lens, and the light breaks down into many lights.
 Turn it or move it, and a new set of arrangements appears... is it
 a single light or many lights, lights that one must know how to
 distinguish, recognise and appreciate? Is it one light with many
 frames or one frame for many lights?"      -Subcomandante Marcos
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