So I finally found a workaround for that weird state bug.  If I add an
empty shader Program to the top of my scene like so:

Program* rootprog = new Program;
mRoot->getOrCreateStateSet()->setAttributeAndModes(rootprog,
osg::StateAttribute::ON);

Then I don't see the wrong shader getting applied anymore.  So it
seems that explicitly telling OSG to turn off shaders fixes the
problem.  Hey Robert, is that a good clue to where the problem might
be?  I still don't grok all the internals of the OSG state code well
enough to figure this out.
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com  |  www.mogumbo.com
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