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" > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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