Hi,

I'm exploring a quadtree algorithm of my own, having one large vertex array
and a set of precomputed indices as various DrawEelementUInt instances. During 
runtime
,in order to visualize/hide quadtree nodes, i attach/detach primitiveset
by calling addPrimitiveSet/removePrimitiveSet to a to an existing 
osg::Geometry.
Unfortunately i noticed that if quadtree node's size is higher than 64 (or 
something like that), (that's mean that i have to attach a primitiveset for 64 
vertices) i can see a temporary (but noticeable) block on frame rate.
I like to ask you if this is a correct way to playing with indices at runtime, 
or if there is some other trick i have to use to speed up attaching indices 
operation?




Thank you!

Cheers,
sergio

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http://forum.openscenegraph.org/viewtopic.php?p=73532#73532





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