We had 10000 children in an osg::Switch, all osgText::Text objects
(which themselves were children of a PositionAttitudeTransform
object). Nearly all of them were disabled in the parent osg::Switch.

The culling pass would take forever (especially noticeable in debug
builds of the software). Besides this observation, these osg::Text
objects had huge runtime memory requirements, so we had to refactor
the code so that we dynamically add these objects to the scene graph
as needed.

Christian
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