Hi Tim,

As a general guide I would recommend picking the simplicist way to
implement a solution first and it perform fine then stick with it,
don't worry too much about performance.  Times to worry about
performance are when you've already established a bottleneck through
testing and now need to address it, or that you know you are about to
throw 10's of thousands of objects at the scene graph and need to do
it most efficiently.

In your case a simple HUD won't take either the CPU or GPU and an
osg::Switch and associated update callback are very unlikely to
provide any type of bottleneck.

Robert.

On Tue, Apr 27, 2010 at 8:07 PM, tim paige <[email protected]> wrote:
> Hi,
>
> Thank you, Robert...
> I wasn't sure about how "expensive" certain implementations could be and was 
> concerned about the difference between 1 switch and a bunch of geodes each 
> with a drawable text versus one geode with a bunch of drawables and node 
> masking. Geodes just sound so impressive...
> Thanks for the reply.  I very much appreciate your time and energies here. 
> I've got lots of learning to do, and...I hope to find some efficiencies along 
> the way.
>
> Thank you! On to the next problem!
>
> Cheers,
> tim
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27330#27330
>
>
>
>
>
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