Hi,

> If you have just a single uniform value per context then I'd simply place the 
> Uniform on the each if the viiewer's osg::Camera's StateSet, such that each 
> Camera assigned to each Context gets it's own state inherited down including 
> the Uniform. 



> Some nodes have a cull callback. During the cull traversal, the callback 
> identify the current view/context 
> and push the corresponding state set in the render graph, traverse the 
> children and pop the state set. 


I have exactly the same needs, and I use the same solutions !

- Some of my "per-view" uniforms are "static" : their value never change
=> those are added on viewer's camera's stateset

- Some of my "per-view" uniforms are "dynamic" : their value change at each 
frame (based on camera position, user settings, a specific object position...)
=> those are pushed at cull traversal : the view is identified from the 
cullvisitor, specific value computation is done there and the uniform is pushed.


Cheers,
Aurelien

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