David: I am surprised to see your handling 6.6 million triangles. I can only have about 20,000 Shape3Ds in my scene and yet the performance is not good. I think that I probably should go for the preprocess approach. I know I am not dealing with terrain issue, but your approach gives me some new idea. I suppose that you have a behavior waken up every frame to check the viewer location and load file when it is necessary.
It builds a render list of nodes which >*should* exist to fulfill the policies. This is passed to a controller that >compares it to the list of existing nodes. It then builds a transaction >representing a series of attaches and detaches of the scene graph, and >requests the nodes to return their Shape3D's, the old branchgroups are >detached and get garbage collected, and the unused children are then culled >from the tree. This part is done through J3D , isn't it? detach a big branchGroup takes a long time. How did you do to make it "not bad". Thank you for help me in switch node too! Lan Wu-Cavener Research Associate and Programmer Dept. of Landscape Architecture =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".