3000 Shape3Ds per BranchGroup? ...have you tried to see if there's any performance
increase in rearranging your scene into say half a dozen to a dozen BranchGroups
(ideally, according to geographic locality)?  You may be hitting some bounds
bottleneck (where the renderer has to traverse all the Shape3Ds to see what gets
drawn and what's not in view).
Just an idea,
-guillermo gutierrez
[EMAIL PROTECTED]

Per Burstr�m wrote:

> Currently I handle every single triangle independently as a vector of
> TriangleArray:s. After creating a Shape3D of them I attach them all (3000) to
> the same BranchGroup. Because the model from the beginning is created as a tree
>
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