Viggo,

I guess I must be missing something, because I'm not sure why you can't just
use a combination of a switch node with several children, each of which is
parent to the (same) scenegraph. Then each child can have its own shaders
and state, which the switch selects between.

If you are trying to operate via nodemasks, you don't even need the switch,
presumably, just use a group with several children, each of which has a
shader, stateset, and separate nodemask.

Some combination of that and custom update or cull callbacks would seem to
already solve most problems...

(not that I'm trying to put you off contributing, obviously - the more the
merrier - I'm just trying to understand your motivation...)

David
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