I also noticed when profiling a scene with a lot of AnimationPathCallback that 
dynamic casts make 1-2% of the total execution time (Visual Studio uses strcmp 
when doing dynamic casts it seems). Almost all of this comes from 
NodeCAllback::run and Callback::traverse. The question is are all those casts 
really needed to be dynamic? Also it should be possible to cut that in half by 
not inheriting from NodeCallback but directly from Callback for the osg 
classes, or will that break a lot of existing code?

Cheers,
Pjotr

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