Quote:Original post by fareed_dFor every frame each geometry node is required to be tested whether or not it needs to be rendered (keyword "visibility culling", you remember; some ways of speeding up like a suitable spatial management structure and frame coherency, if needed, can be used). This _may_ mean that for each node the global matrix needs to be re-computed (if it is dirty) just for the case of visibility culling. Only geometry that has passed the visibility check will be handled further, i.e. passed through the rendering pipeline.
If the rendering was invoked from each node, surely this would mean that every node that contained geometry would need to be updated every frame?
However, the geometry, if it is static or skinning is done on the GPU or some other trick like this, already is on the GPU and hence need not be transferred again (that is why it is called static geometry). Only geometry where vertices are changed by the CPU need to be transfered again.