OpenSG 2 should allow for true multi-pass algorithms in the scene 
graph.  This should make highlighting easer by making it so you could say:

- Render node as normal
- Render node again with a different material and blend the output

I have not tried it myself, but I think you should be able to use a 
combination of VisitSubTree and MaterialGroup nodes to support 
highlighting in the scene graph.

If anyone has better ideas or source code, I would love to see it.

-Allen


Patrick Hartling wrote:
> I have been told that applying a highlight to geometry in OpenSG 2 is
> supposed to "much easier" than in OpenSG 1.x. What I would like to do is
> define a highlight material and then apply that to a node's subtree
> depending on certain conditions. Should those conditions change, then I
> would need to remove the highlight material. In general, the highlighted is
> supposed to blend with the current material properties of the geometry being
> highlighted. Is this concept on the right track, and if so, what in OpenSG 2
> should I be looking at to achieve this goal?
>
> What I had done in OpenSG 1 was rather convoluted (traversing a node's
> subtree to add an extra material to all geometry cores and keeping track of
> those additions so that they could be changed or removed later), so anything
> easier would be a welcome change. :)
>
>  -Patrick
>
>
>   
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