Original Post
how many people here use scene graphs in thier engine?
personally i dont, and i''ve been doing some research, and looking into implementing them,
all i can come up with scenenodes are transform nodes, material nodes, and mesh nodes.
Then the problem is inserting the nodes?
i guess a material would be close to the root, as its the most expensive state change wise,
followed by transforms, then meshes...
so if a material requires a number of passes, it can set the pass and call the children to be rendered/set.
what i have done is the past is just have a list of models, sorted so those models that use the same material/texture are located next to each other...
another issue is how to create the nodes from the scene graph, should i ask the scen graph to make them eg:
SceneGraph.CreateMaterial( "myMaterial.fx" );
Transform* SceneGraph.CreateTransform();
ideas suggetions link to some tutorials would be exellent ;p