I am developing a 2D app that consists of somewhere in the neighborhood of 2000 "tiles", where a tile is essentially a quad with a border with some text or and image on it. The tiles will need to be individually selectable and movable. Performance is an issue, so I thought I would run this past the list to see if anyone had an opinion.
As I see it currently, there are two ways that I could go about this: a) each tile is in its own branch of the scene graph, complete with transformation node, or b) all of the quads are stored in a single geometry node and all of the movement is handled externally. The advantages of option a are pretty clear from a coding perspective - encapsulation, easier selection, easier grouping of tiles and contents, etc. However, if my understanding is correct, what I lose is the intelligent grouping of like primitives (i.e., 2000 glBegin/glEnd pairs instead of 1). So, is my analysis correct? And if you were in my shoes, which path would you take? ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
