Hi Robert,

I did try that and the final rendering was messed up. The shader uniform that 
controls the color was changed in each view's cull traversal like so:

osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
StateSet* ss = cv->getCurrentCamera()->getOrCreateStateSet();
Uniform* uColor = ss->getOrCreateUniform("u_colorStr", Uniform::FLOAT_VEC4);

And the colors so applied didn't affect the rendered geometry. I changed the 
uniform's name from something common like "u_color" to something unique like 
"u_colorStr" and the end result wasn't different.

Any ideas?

Cheers,
Anish

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http://forum.openscenegraph.org/viewtopic.php?p=50730#50730





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