Hi Felix, I'm a bit perplexed by what exactly you are proposing. StateAttribute are designed to just pass data to OpenGL, they typically aren't active objects that on the fly decide what state they are in. Also osg::State object just tracks and applies what state is required, hardwiring to specific state only happens for very special StateAttribute like osg::Program and this has to be done to properly mange osg::Uniform. Also RenderStage is loosely coupled with State that is applied. This loose coupling is deliberately designed into the OSG to allow it to be extensible and easily to extend. What you suggests sounds like it breaks quite a few of these design aspects.
I'm also not clear on why you really need to go to such lengths. There may well be far easier ways to handle what you are doing. Robert. On 2 April 2012 00:01, Felix Nawothnig <[email protected]> wrote: > Hey. > > A while ago we added a few new FrontFace modes to deal with > multi-instanced mirrored geometry showing up in our data: > > - AUTO, which sets the front face to GL_CW when the MVM has negative > determinant (mirror transformation)., GL_CCW otherwise. > - AUTO_FLIPPED, doing the inverse > - FLIP, which inverts the previous setting in apply() > > (The latter we don't actually use, I just added it for completeness - > could be useful if the mirroring is done by a uniform instead of the > MVM) > > This obviously required some changes to RenderLeaf, State and FrontFace. > > If this feature is considered useful I'll clean up the code and send a patch. > > Felix > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

