Hi,Robert

> When you say objects, what specifically do you mean. Subgraphs? Leaf nodes?

I mean geometries because for now main purpose as I see is precomputing 
something. 
For example for culling geometries as I saw in this
http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/
Aaron make it perfect in his example. 
In first stage we use TF to cull invisible nodes and after we render only 
visible nodes so we use first geometry to cull and second to render. 
Could you please provide me example that uses TF in different way? 
Using drawcallbacks is Ok because you need to cull every frame.
BTW in OGL 4.3 we can use compute shaders to make this work. 

Thank you!

Cheers,
Roman

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