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
>
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>
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