HI Cedric,

Added support for NodeCallback to CopyOp and beyond does sound
reasonable.  The only issue I forsee right now is that some users
might not fully implement their callbacks so miss out the full copy
constructors.  If they are doing this are cloning they might meet with
problems, but if they are combining these both then they really should
implement their code fully...

So go for it.  I'll have a review of your final changes and if
anything problematic jumps out I'll ping you with my thoughts.

Cheers,
Robert.

On Sun, Jun 14, 2009 at 10:51 PM, Cedric
Pinson<[email protected]> wrote:
> Hi Robert,
>
> In osgAnimation i need an update callback per Bone, so when i clone a
> scenegraph that contains bone it does not duplicate the updatecallback.
> I would like to know if you would accept submission that add option in
> the CopyOp to duplicate update callback chain.
>
> I could do that in the osgAnimation::Bone::Bone(const Bone& b, const
> osg::CopyOp& copyop);
> but maybe it could be better if it works for general case.
>
> Does it makes sense for you ?
>
> Cheers,
> Cedric
>
> --
> +33 (0) 6 63 20 03 56  Cedric Pinson mailto:[email protected]
> http://www.plopbyte.net
>
>
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