c++ - OpenGL ES 2D scene, multiple scene graph trees for different elements -


within opengl es project debating whether create scene graph gui , separate 1 actors. allow me control gui system , transform without effecting scene , vice versa.

however, wondering, if have implications on speed or if not idea.

are there approach or design philosophies should considering @ stage?

why can't gui , actors sibling nodes in same scene graph?

as long have separate transforms, can control them independently of each other.


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