Just looking around for an alternative, it looks like I'd have to set an UpdateCallback on all of the nodes, that contains a map from the osgViewer::View's Scene's UpdateVisitor to the states of the nodes in that Scene. I think this will work because the update traversal occurs before the cull traversal, and the cull traversal is the one that generates bins, no? I can check the NodeVisitor, if it is a UpdateVisitor of one of the scenes, then I apply those states to the node from the map. If I set a rendering hint to transparent at this time, then the rendering traversal should respect my setting, right? If this will work, I'll consider using osgViewer::CompositeViewer here. Can anyone confirm? John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems (407) 281-5568 [EMAIL PROTECTED]
"This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message." ________________________________ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Wednesday, April 09, 2008 4:14 PM To: [EMAIL PROTECTED] Subject: [osg-users] RenderingHint and CompositeViewer Robert, There's one thing that I haven't been able to do with CompositeViewer. Previously, we had a predraw callback that occurred before the sceneview's update(), cull(), draw() calls. In that callback, we set some states on some objects, particularly if they are opaque/transparent in that view. With CompositeViewer, I've used the Camera's PreDrawCallback, but at that point it's too late to set the object's renderinghint to transparent. Is there something else I can do to get the effect that I want? The CompositeViewer is rendering all the views, so how do I issue a callback at the time that I need to? John
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