Hi,
I have similar problem. But instanced rendering is not an option, because I 
want to draw different huge number of objects from time to time. Now I share 
geometry (can't share Geode because of picking - every object has to be 
different) between PositionAtitudeTransforms. It's pretty fast, but now I'm 
trying to implement that transform using vertex shader and the performace is 
low. I share Program between StateSets and don't do anything odd and it is 
still slower than using PATs.
Another thing is bad culling.

So my two questions are:
1) Where to start, If I want to do what I have described (one uniform matrix 
and program)
2) Best solution for culling and bounding box problem
3) If I manage to use Instanced Drawing, will be a big problem that very large 
part of DataSet will be outside view ? (ie. can't cull multiple instances in 
one draw)

Thank you!

Cheers,
Filip

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