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?
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