Yes. There is. Oh. I see. Sorry for confusion, you call it
    attribute stack.... and that is a correct name for it.
    Anyway, there is State::_attributeMap that is composed of
    AttributeStack structs and they have a member attributeVec that is
    serving as a stack of attributes. The top of the stack is
    "current" attribute or the last pushed attribute. That is the one
    I need to get. Until now, I see a threading issue like two threads
    manipulating the "attribute stack".

I'll say it again: you can't access those attribute stacks from the cull traversal. They don't contain anything sensible.
I that case a different question: How to get "current" osg::FrontFace attribute? I mean the one that would be active for any drawable traversed at the present moment during cull traversal that is just in progress and I am handling it in my custom Shadow class that is already working perfectly except some attribute values that user may pass from the scene graph above and that need to be properly handled to cast shadows correctly. The answer: "you do not need it" would be wrong at the moment.

Thx,
John
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