Hi Robert,
no the question wasn't how to remove stateattribute
from osg, but how to reset/remove state from opengl.
Imagine following situation:
A
/ \
B C
Node B set some attribute. Node C doesn't have this
attribute, however since there seems no "dis"apply
method, C would get this attribute too (of course
assuming B and C are rendered sequentially).
In the stateset->removeAttribute() there is a call to
setAssociatedModes() which probably disables the
corresponding mode of the attribute. However, what to
do if there is no mode associated with the attribute?
How is this managed?
--- Robert Osfield <[EMAIL PROTECTED]> schrieb:
> Hi Art,
>
> If you want to remove a mode or attribute you simply
> one of use:
>
> stateset->removeMode(..);
> stateset->removeAttribute(..);
> stateset->removeTextureAttribute(unit,..);
>
> This will make the StateSet inherit from above.
>
> As for the default set, OpenGL defaults are almost
> always used, but not
> quite always. The GL_DEPTH_TEST is on by default in
> the OSG. Defaults for
> the attributes can be found in the default
> constructed versions of those
> attributes.
>
> Robert.
>
> On Tue, Apr 15, 2008 at 11:14 AM, Art Tevs
> <[EMAIL PROTECTED]> wrote:
>
> > Hi folks,
> >
> > imagine I have a StateAttribute which do set the
> > OpenGL's pipeline in some state. Now this
> attribute is
> > applied for a node and the corresponding subgraph
> or
> > only that node is rendered with this attribute.
> >
> > However there is no call to disapply this
> attribute. I
> > mean how do I know which state the OpenGL's
> pipeline
> > was before this attribute was applied to restore
> it.
> >
> > OK, as far as I see from different
> StateAttribute's
> > derivatives (FBO, Viewport, Texture, ...) there is
> > some default function call to set the GL's
> pipeline in
> > a predictable state (i.e. bind FBO or texture with
> id
> > 0, set default viewport, ...).
> >
> > However what if there is no real default state to
> > which to return the GL's pipeline? How to manage
> this?
> >
> >
> >
>
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