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? 

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