Well I'm using the vrjuggler's base class for opensg applications (opensgapp) so I think that when I use its member named "mRenderAction",  I use the RenderAction of the server...

In fact, as I didn't really know when I had to do this stuff, I put it in the draw method and I just tested if it was the first frame or not. If yes, I disable the frustum culling and I traverse the graph with that renderAction, in order every gfx card to load everything (if I understood well). Anyway the performance seems to be better but it's not perfect at all : when we approach an object, the frame rate decreases (the screens freeze for a few time). So is there another thing I can do to avoid that ?  Are there some other problems related to clusters?

Thanks for help and support.

Jo

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