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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