> 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?
Perhaps so. But consider this... Right at the node I would like to get a Material for, let's say there is a stateset with OVERRIDE | ON for material. I'm just learning statesets, but it would seem to me that I could stop right there because the node has its own unique material. I wouldn't need to traverse upwards. Similarly, if I ever hit any parent node where there is a fixed stateset with material, I could stop. The only problem with walking "down" to my node is knowing apriori the child path needed to get there. I still need to learn to always think about material as a "state" and not a property of a geometry. Physically, I keep thinking of a drawable as having faces, textures, and materials ;-) _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
