> Here is my repro case for the 10000 children of a switch node causing > massive cull times.
Tried this piece of code on Linux with osg 3.1.1 developer release. I do not observe any high cull times here, even when drastically increasing the number of children of the switch node. Too bad, my intention was to do code profiling to get to the bottom of this. So either osg 3.1 fixes this, or some implementation detail is more efficient on Linux than it is on Windows. I would have profiled on Windows, except the Visual Studio versions with this feature cost a fortune (you can purchase a car for that price). Christian _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org