Re: [osg-users] Best practices for dealing with complex scene graph

2020-03-01 Thread OpenSceneGraph Users
Hi Armin, Essentially the scene graph is a one-for-one representation of my DOM. Each individual object can be edited, or its attributes changed. The DOM can be a small number of geometrically "complex" objects - this causes no performance problems as the geometry "leafs" are large geometrical

Re: [osg-users] Best practices for dealing with complex scene graph

2020-03-01 Thread OpenSceneGraph Users
Iterating over the 5000 children would be pretty slow - what if you could discard some of these children without even looking at them? A hierarchy of sorts, where you can ignore large swaths of those children, would help... Consider, for example, using a k-d tree: http://www.openscenegraph.org/inde

[osg-users] Best practices for dealing with complex scene graph

2020-03-01 Thread OpenSceneGraph Users
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 in