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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