Hello Ahmed, > What is better for performance (and/or) memory? > > 1- Share a sphere geometry between more than one node after transform and > scale. > Or build a new sphere with the correct size and place. >
In general it is preferable to share geometry and use transforms if the objects are identical, since this will mean that the vertex data can be sent to the video card once and used for both objects. Transforms are generally not much of a performance problem since the OpenGL pipeline will transform all vertices anyways, so if you add a few transforms, it just translates into a few additional matrix multiplications, which the hardware is very optimized for. Though unless your spheres are extremely tessellated (osgOQ demo anyone? :-) ) it won't make much difference in this simple case on modern hardware. Hope this helps, J-S -- ______________________________________________________ Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org