here was my case. and also this might have something to do with lazy state
update

the top node has 3 textures assigned
the children only one with setting 0 and protected

I was expecting the child to have only one texture, but it inherits the
additional textures from the top node as well. So I fixed it with
VirtualProgram for this case

Nick

http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey

On Wed, Jan 20, 2010 at 6:10 PM, Jason Daly <[email protected]> wrote:

> Paul Martz wrote:
>
>>
>> On a tangent... These really seem like misnomers. INHERIT really _doesn't_
>> inherit when the child sets the same state, and OVERRIDE actually forces
>> inheritance to happen. So if I were going to rename them, I'd have something
>> like this:
>>
>> old name    new name
>> INHERIT     DEFAULT
>> OVERRIDE    INHERIT
>> PROTECTED   PROTECTED
>>
>>
>
> Continuing the tangent a bit...
>
> Renaming OVERRIDE to INHERIT would be rather confusing to me.  When you set
> the state on a node, to me the mode should be named from the point of view
> of the node, not the children of that node.  OVERRIDE makes sense, as the
> state on this node will be overriding the state settings of its children.
>  INHERIT would make sense if you're considering it from the point of view of
> the children.  However, when you're making a setAttributeAndModes() call,
> your point of view is with the overriding node, not with its children.
>
> I'm a little more indifferent wrt INHERIT vs. DEFAULT.  I'd just as soon
> leave that one alone as well.
>
> --"J"
>
>
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