I would try to look at instancing. The OSG Forest is a good example. 

Instancing is were you tell the GPU to draw an object X number of times, and  
in the vertex shader you get a built in var gl_InstanceID, that tells you which 
item it is drawling (i.e. if you are drawling 100 versions, this will go from 0 
to 99). So in the vertex shader you move each vertex to a new position, based 
the instance ID.

You might have to get a little creative in terms of textures management/mapping 
so each building has a different texture. You could say create a large texture 
mosaic, and adjust the texture coordinates based on your instance ID.

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http://forum.openscenegraph.org/viewtopic.php?p=70316#70316





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