Hello all,

I was running into a problem where every time I entered the scheduling
bounds for LODs performance would slow to a crawl.  So I did a quick test
where, in response to a button press, I looped through an array that kept
references to every Switch node in my (fairly large) virtual world and set
the value.

Results: The loop would complete almost instantly. Great.  But rendering to
the Canvas3D would stall for approximately 20-30 seconds.  No updates.
Nothing.

Obviously I was simulating a worst case scenario in an effort to bring out
the problem.  But even on the smaller scale when some fraction of the LODs
where causing switches to be set was making the performance of the app worse
than when it was just drawing the high detail geometries all the time.

Bottom line is that this seems to make LODs useless.  Has anyone else seen
this problem.  Am I doing something horribly wrong?!?

Thanks,

Dean Iverson

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