> 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
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