Hi Robert,

Thanks for the tip, I did not know StateSet::merge method. I will try this
out.

Best Regards,
 Maciej Krol

2008/4/11, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Maciej,
>
> osg::State is probably not the best way to accumulate state for general
> CPU computation work as its totally geared around the rendering side.
>
> What you are better off doing is creating a stack of osg::StateSet that
> you push/pop as you traverse the scene graph.  When you encounter
> nodes/drawables that have a StateSet then clone the topmost StateSet of the
> stack and then do a StateSet::merge with the new one.
>
> I haven't actually implemented this myself before but this is at least how
> I'd go about it.
>
> Robert.
>
> On Fri, Apr 11, 2008 at 10:22 AM, Maciej Krol <[EMAIL PROTECTED]> wrote:
>
> > Hi all,
> >
> > I am writing converter from fixed pipeline to glsl. I need to know exact
> > state set of my drawables. For this purpose I have prepared node visitor
> > that uses osg::State to accumulate node states. The visitor at the drawable
> > uses osg::State::captureCurrentState to fetch accumulated state. The problem
> > is that texture modes, texture attributes and uniforms are not copied. How
> > can I access them? All required members of osg::State are protected and
> > there is a lack of accessor methods.
> >
> > Best Regards,
> >  Maciej Krol
> >
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> >
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> >
> >
>
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