Group:
I have tried two
ways of updating spheres in my scene. Below are the following techniques I used.
Say I have 5 spheres in the
scene:
A) I add each sphere to a
branchgroup, and find the old copy of the sphere by an id, and then remove the
old branchgroup, and attach the new one. This technique is decently quick, just
takes up a ton of memory.
B) Currently, I add the
spheres once to the universe, and update the transforms of the spheres
accordingly. This, in concept, would be faster and more efficient than
adding/removing branchgroups. But I have found that the scene is much slower and
less responsive to, say, mouse movements by an orbitbehavior.
Would anyone like to
ellaborate on why this is the case? I was trying to update my objects the most
efficient way possible, but this seems like it has halted
progress.....
Can anyone help me?
Thanks..
~Zak
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