Florin Herinean wrote:
here are my 2c:
1) carefully design your scene. Don't use TransformGroups if you don't plan
to dynamically move the objects bellow. A static branch containing many
TransformGroups is a waste of resources which results in poor performance
and a high memory usage. Collapse whenever possible such static branchgroups
to Shape3D's or, if possible to single geometries.
I thought compiling a scene would walk the scene graph and eliminate
unnecessary Transform groups, and even go as far as to merge a static
tree into a single Shape. Am I wrong in this?
Mark McKay
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