hi,
i managed to link a quad to a transformgroup and link this to the universe, so that i can translate that patch.
but i have to implement an object that has hundreds of patches each of which is translated to it’s own position.
all the patches are not adjacent.
do i really have to generate hundreds of shape3D’s each added to one of hundreds of transformgroups and add these to a branchgroup?
are there other ways to do it?
what is the shared group used for?
thanks in advance for any answers,
- Henon