Thanks for your help Robert.  I think I will take your advice as to seeing why 
my app is so cpu limited.  I am doing a 600 particle simulation using the 
bullet physics library.  Therefore, I have 1 geometry, 600 geodes, 600 
materials, and 600 Positionattitudetransforms.  The shared geometry and the 
materials are attached to the geodes which are then attached to the PAT's.  The 
application runs in real time, and every frame each sphere position and 
material color changes.  I do all the physics stuff and the updating of the 
positions and materials in a separate thread.  So the main OSG thread just runs 
viewer.frame() with no node update callbacks.  I am running the viewer in 
single threaded mode.  I profiled the main thread and find that most of the 
time spent is in osg::group::computebound and osg::matrixd::premult, 
premulttranslate, postmult, etc.   Is there maybe another structure other than 
Positionattitudetransform that I can use where I can do all the matrix 
computations 
 in my other thread so that viewer.frame() doesn't have to do them?  Any other 
suggestions?


... 

Thank you

Brian

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