ok, sounds good.. but what about branchgroup compile optimizations?  can
more be performed on a simple branchgroup as opposed to a large
complicated one?  thanks again, wayne


Justin Couch wrote:
>
> "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/
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