Hi,
I was wondering what the best practices are for dealing with a complex 
scene graph where a single osg::Group might have , say, 5000 children where 
each child is fairly simple osg::Geom geometry. Clearly, this is 
inefficient and draws slowly.
So obviously, compiling/collecting the geometry into one drawable would be 
much more efficient. osgUtil::Optimizer does not seem to do this for me, or 
am I missing something?

Andrew

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