>  >> vectors to be drawn (approx. 8.5 million). Current i have tried using a
>  >> geometry core attached to a node with a certain number of lines

...

>  >> performance ? change graph structure, culling ???? i would have thought

my normal display resolution here is around 1900 * 1200 pixel. which
means that if your 8.5 million pixels only 1/4th get rendered in the
final image, and only if each vector is represented by a single
colored pixel.

which means: to get really great fps one should think about a
different way to render those 8.5mio vectors to the screen, eg. to
render only a subset (LODs comes to mind, carmack's megatexture
approach is interesting as well)

>  >> performance ? change graph structure, culling ???? i would have thought
>  >> that the performance would improve as you spread the geometries over a
>  >> number of nodes ?

if all the vectors getting to the render-tree then having more
overhead (more scenegraph nodes) basically just is .. overhead :)

>  That is a core question. I'm assuming right now all of them are in the 
> middle of
>  the screen, but is that the application scenario, too, or are you going to be
>  inside the data?

yep, thats the question. if one looks onto the whole bunch from a
certain distance it might be clever to combine several vectors to one
and just render less geometry. if one gets closer some of the vectors
might just be outside of the current view frustrum and get culled
away.

best regards,
mathias
-- 
 [uid] mathias gumz [mail] akira at fluxbox dot org [pgp] 1024D/F6F6B18C
 [www] http://www.darkshed.net/ [irc] ak|ra (#fluxbox at freenode.org)

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