I figured out a solution:
* Subclass the attribute in question. Make the subclass' apply do nothing.
* Apply the subclassed attribute to the root of the scene graph's stateset
- this protects against the State instance encountering the unmodified
attribute first, so cloneType-ing that, making
Hi,
I'm working on a node visitor that converts FFP state to shaders and am
extending it so it can handle more than it used to. To avoid unnecessary
state switches for things now handled by my shaders, I'm attempting to
remove fixed-function-related state from the nodes which have had shaders
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