Here is my repro case for the 10000 children of a switch node causing
massive cull times.

Just enable the stats with the 's' key. Even though most children are
turned off, they seem to be processed in the cull traversal - the
culling dominates the render time.

I do not understand enough of OpenSceneGraph to exactly pinpoint the
cause, maybe Robert can shed a bit of light as to what is going on.

Christian
/* OpenSceneGraph example, osgminimalglsl.
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/* file:        examples/osgrepro.cpp
 *
 * Showing why it's a bad idea to put 10000 children into an osg::Switch
 * observe the culling times!!!
*/

#include <osg/ArgumentParser>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>

#include <osg/Switch>
#include <osg/PositionAttitudeTransform>
#include <osg/Drawable>
#include <osgText/Text>

using namespace osg;

int main(int argc, char **argv)
{
    osg::ArgumentParser arg(&argc, argv);

    // construct the viewer.
    osgViewer::Viewer viewer(arg);

    // use a geode with a Box ShapeDrawable
    osg::Switch* sw = new osg::Switch();

    for (int y=0; y<100; ++y)
    {
        for (int x=0; x<100; ++x)
        {
            osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform();
            pat->setPosition(osg::Vec3(10*x,10*y,0));

            osg::Geode  *geode = new osg::Geode();
            
            osgText::Text *text = new osgText::Text();
            text->setText("foo");
            text->setAlignment(osgText::TextBase::CENTER_BOTTOM);
            text->setAutoRotateToScreen(true);
            text->setDataVariance(osg::Object::DYNAMIC);

            geode->addDrawable(text);
            pat->addChild(geode);

            sw->addChild(pat);

            // turn on only a small subset of childs
            sw->setChildValue(pat, rand() % 100 == 0);
        }
    }

    viewer.addEventHandler(new osgViewer::StatsHandler);

    // run the osg::Viewer using our model
    viewer.setSceneData( sw );
    return viewer.run();
}

/*EOF*/
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