Robert, It would appear I've not taken the time to really explain what I'm doing... My apologies. :)
I am presently building a shader development environment using OSG. Since RenderMonkey can't really handle GLSL 140+ and the other options out there are limited so far as GLSL is concerned, I decided I may as well write my own shader dev tool. After hunting around for an API that I could use to manage the 3D for me (I hadn't touched OpenGL since college and that was around version 1.2), I settled on OSG. So far, it's been a really good experience, though I suppose my posts to this forum may not have reflected that... Anyway, since the software I'm writing would lie at the heart of the shader development process, there's an expectation that I'll be loading *lots* of shaders with errors. :). In the end, I'm working toward a hotloading solution, but having a callback checking the shader error logs and flagging them for removal has proven a pretty useful mechanism thus far. Regarding the techniques you've proposed, I imagine I've missed something obvious, but I don't see how to get at the scene graph from a draw callback (or a realize callback, for that matter). That is, what you're proposing makes sense. Actually, that's what I was trying to do (I think). My problem is I couldn't figure out how to run my node visitor when I couldn't get a reference to the scene graph's root node from inside the draw callback - not without explicitly passing a reference when I construct the callback. That's the thing I want to avoid, if possible. Thanks, Joel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43505#43505 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

