Hi Daniel,
When you say custom state, what do you mean, are your talking about
osg::StateAttribute/OpenGL state? Or just some custom user data that
you want to assign different Node and then choose culling based on
this? Does the culling happen at the nodes with this state, or later
in the scene graph?
Either way I think a callback that checks the NodePath to find the
custom state inherited from above is probably the way to go.
Robert.
On 10/17/06, Daniel Larimer <[EMAIL PROTECTED]> wrote:
All,
I am assigning a custom state to certain nodes in my scene graph,
lets call it EVEN or ODD.
I then want to have nodes that CULL their children based upon the
current state.
My scene would look something like this:
Scene-Root - State = ODD
GroupA (Cull if State & EVEN )
SubGroupA
GroupB (Cull if State & ODD )
SubGroupB State = EVEN
GroupA
As you can see, I cannot use osg::Switch nodes, because Group A is
ON and OFF at the same time, depending upon its location in the scene.
Any help would be appreciated.
Thanks,
Dan
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