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

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