I have an interesting question on my opinion and I don`t know an answer yet.
I want to hold in memory and render a models which consist from big amount of different meshes (for ex. a big space ship) It has a lot of decks and dirrerent stuff inside and outside. Of course I want to have possibility to remove and add any item to/from this ship in any time.
Each mesh has it`s own matrix. So, when I start moving a ship I had to multiply all matrices to move all objects correctly. But If I have a lot of matrices I could not do everything in time because multiplying all matrices could take a lot of time and in that case I will have lags.
If I merge all meshes in 3ds max I loose possibility to move separate objects.
So, my question is: what is the effective render algorithm if I want to have models consists from huge amount of other objects?
I don`t want to have a monolithic ship or any other object. I want to have possibility to remove any part away in any time.
Who has the same problem, please, say which way you choose to render meshes!