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.
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