There is one Mesh per MeshView and MeshView is a Node, so we require a node per mesh.

But, a mesh can have millions of triangles. As long as they all have a common material...

                        ...jim

On 8/1/13 1:38 PM, Richard Bair wrote:
I intend to agree with you that Node may be "too big" to use as the basis
for a 3D model's triangles and quads given that there can easily be millions
of them and that manipulating or interacting with them on an individual
basis is mostly unlikely.  As you say, storing those models outside the
scenegraph seems to make sense...

I agree. We don't use Nodes as the basis for 3D model's mesh, we have a 
separate Mesh class which does this very efficiently (Mesh==Image, 
MeshView==ImageView).

Richard

Reply via email to