On 7/6/07, Himar Carmona <[EMAIL PROTECTED]> wrote:
It just worked for me. I did a loop to add 1000 nodes to a group node, and there seems not to be anything wrong. Of course, having a node with 1000 children looks like a bad idea, the cull traversal eats the framerate and avoid real time moving, specially when i see all of them. But scene structuration is another problem, and i must find another scene graph hierarchy for this use case.
You should aim for a balanced tree with your scene graph, typically this will be a quad tree, where you have four children per group. The osgUil::Optimizer spatialize groups pass can help you with this. Robert. _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/