The easist thing to do would be to osg::Node::getParentalNodePaths() to get the list all possible NodePath's to your node.
Then walk through each of these NodePath to compute the final state are the leaf node, honouring the override/protect settings.
Robert.
On 9/22/06, Bill Prendergast <[EMAIL PROTECTED]> wrote:
> 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 ;-)
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