Hello,

Stefan Kombrink wrote:

My model is a building which contains lots of transparent polygons.

This may be your problem. During rendering, these get sorted (back-to-front) on the CPU every frame so they can be correctly blended. How are these transparent polygons structured in the scenegraph? One drawable with all polygons, or a large number of drawables with just a few polygons? OSG sorts on drawable bounding box on the lowest level. So if you have lots of drawables to sort this might take quite a lot of CPU time, which will become more noticeable when the sorting code isn't optimized (i.e. in debug mode).

Paul
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