Although it may not be the most efficient, wouldn't it be easier to
start from the root of the scene and walk the path down to your node
and use the same StateSet application logic that OSG uses?

On 9/22/06, Bill Prendergast <[EMAIL PROTECTED]> wrote:
> This sounds like a good idea, but a generic way to do this has the
> problem of multiple parents.  In order to maximize reuse of
> drawables/models, you might have the same model attached to multiple
> parents with possible different matrix transforms or statesets

Hmm... good point.  From top-down, the object will get rendered each
time it is traversed into by a parent, with THAT parent's prevalent stateset.

Going backwards would result in a "tree" of potential results, and could
be arbitrarily complex (multiple parents of multiple parents).

My needs fall on the "single parent" side, so I wasn't thinking along the
lines of multiple parents.


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to