Hi,

On Thursday 23 April 2009 16:59, Paul Martz wrote:
> But I'm interested in hearing other ideas on how to handle this issue.
> Thanks in advance for any feedback.

That depends on what you need to do 'modify' in the scenegraph.

In certain situations, like dynamic model view transform updates for a subraph 
(like in your autotransform/bilborad example), the Node::_cullCallback can 
apply some dynamic changes to the CullVisitor that is used to call the Cull 
callback. Also applying state attributes or modes as part of a dynamic 
created StateSet can be pushed/poped on the fly to the CullVisitor without 
disturbing the scenegraph as a whole. But keep in mind that you need seperate 
StateSets/StateAttributes for each CullVisitor. Either cache them per  
CullVisitor pointer or just allocate them on each frame if you do not need 
too much of them per frame.

Greetings

Mathias

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