Am 4/18/2017 um 2:17 PM schrieb Ale Maro:
Hi Sebastian,

I would like to avoid that becouse each node may have complex (dynamic) 
transformations so I should traverse the scene, calculate the global 
transformation for each node and update each transformation for the children of 
the sibling-group
Sorry I don't understand what you mean. If you simply put (at the top level) parts like this:

SCENE
|-CLIP
    |-Childs
|-NON_CLIP              
    |-Childs

the childs in this example can have arbitary transformations...
If you cannot place your nodes like this, you can take a look at the ClipNode-implementation and maybe inherit and change the parts that control the clipping state to set it effectively per child somehow.

The other option is to simply use a shader that implements the clipping and to switch it on/off via uniform.

Cheers
Sebastian



Ale

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70780#70780





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