Hi Bob, Cloning your whole scene graph sounds like a very heavy handed thing to do.
What might be better is to use use a custom node that manages both StateSet's and then decides upon which to use depending upon the cull traversal mask from within a custom traversal method. You could also set this up using a Group containing two subgraphs that have a Group with the appropriate StateSet and NodeMask, but sharing the same subgraph. Robert. On Tue, Jul 28, 2009 at 7:50 PM, Bob Youmans<[email protected]> wrote: > Hi All, as I’m trying to set up my scenegraph for rendering in two ways, I’m > thinking I want 2 complete copies: one to set callbacks and statesets on > for the shader-version and another to have that user can “throw” without any > of this stuff. Then I can user the viewer::setSceneData to swap them. Can > I do this simply by using CopyOp::DEEP_COPY_ALL? > > > > Thanks, > > Bob > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

