> You haven't said anything about why you are setting up your scene > graph in this way. Perhaps if you explain what your are trying to > achieve with your text labels we'll be able to recommend a sensible > way forward.
It is set up this way because the implementer only cared about getting his milestone done in time - and did not really think about performance much. And I get to clean up the mess ,) The performance mainly affects application startup, as we switch off most of these AutoTransform/Text objects using an osg::Switch parent object. Thus they are rendered only when needed and should not create a big impact during run time. We should really be using a pool of transform of text object that are shared between the (max.) 10000 mobiles we have in our simulation. Usually only a few texts need to appear at the same time - but the implementer created one text per mobile, just in case ;) As for the safety of this aggregation method: The objects are created when the program starts and they are destroyed when the user exits the simulation. No big problem with the reference counting there. Christian _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

