Hi, guys, 

I am testing Qt3D to render a big triangle mesh,  >1000,000 triangles.
I put all triangles in one QAbstractMesh subclass and added to a QEntity, but 
it is very slow.
Then I separate these triangles into a quadtree and map them into a QEntity 
hierarchy. It became even slower and doesn’t seem to cull nodes:(

I am wondering if I need to compute a QEntity's bounding box myself so the 
framework can cull nodes accordingly.

Any thoughts? 

Thanks very much.

Cheers.

Bin

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