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] 

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________________________________

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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