Hello Christian,

Don't forget that the cull traversal also collects all the draw-calls /objects to be rendered.
So cull should better be called cull&collect.
Also from your example: You're creating one individual node per switch children. This means the scenegraph is not able to share any geometry etc. at this level. You could try to change your example to use the same text-node over and over as child and performance should grow. Besides, try to cut down the individual transforms if possible or set them to static data variance and possibly run an optimizer over the scene.

cheers
Sebastian
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


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