On 3/8/07, Guy Lifchitz <[EMAIL PROTECTED]> wrote:
Hello all,
 is it possible (and how) to change the active node on a switch node during
the drawing traverse?

Changing nodes doesn't not affect the draw traversal in any way as the
draw traversal just traverses an internal rendering graph that is
built in the cull traversal, and this rendering graph only contains
the StateSet and Drawable leaves of the scene graph.


I would like to have different active nodes depending on the path of
rendering that the node occurs in. For example, suppose all the geometries
have Ruined status and Normal status, and suppose I have "Optimic" and
"Pasimic" cameras. I want the active nodes be changed depending on the
current camera in the rendering path.
is it possible?

I don't understand where you are coming from, but perhaps you can do
this within the cull traversal, perhaps with node masks and traversal
masks.  Maybe the osgstereoimage example will give you a bit of
inspiration.
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