I have read various articles on performance which mostly deal with things like texture by reference etc.. etc. what I would like to know is whether performance is hampered *much* by using many (eg 200 transform groups to position objects in a scene) rather than defining the entire geometry in one large QuadArray. I’m also considering using 200 difference instances of appearance for each of those is this bad? Should I just reduce spec and stick with just a few less appearances!

 

Also will performance improve or decrease if I partition these into sections using BranchGroups?

Any comments welcome.

 

~~~~~~~~~~~~~~~~~~~~~~~~
Postgraduate
Computer Science
University of Birmingham
07747 600 436
www.spencergoh.com

[EMAIL PROTECTED]

 

 

 

Reply via email to