Hi Farshid,
> I ran into a case where I needed access to the CullVisitor, RenderStage, and > FBO objects from within the draw method of a drawable. I usually prefer > solutions that don't require changes to the core OSG, so my solution is > admittedly hacky, but it works fine for my use case. So do I, but sometimes I try to clean my hacks by submitting somes changes which could be usefull for all developpers. > I created a custom StateAttribute class that stores a pointer to the > CullVisitor/RenderStage objects. I attach a cull callback to my Camera that > performs a push/pop of the state attribute to the cull visitor stateset > stack. Very intersting idea, I'll try that, it could help me a lot to have access to the RenderStage. Thanks for sharing ! > In the future, it would be nice to get a pointer to the current RenderStage > object from the osg::State. Yes, it would definitely be usefull ! Maybe not necessary from the osg::State : I'm not sure this is the right place to store the current RenderStage : a RenderStage is maybe more part of the "current rendering" than the "current OpenGL State". Perhaps storing it in the RenderInfo passed to the "draw" method should be enough ? (but the problem of circular dependcy still exists...) Cheers, Aurelien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55386#55386 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
