Re: [info-performer] pfDraw callback on a pfSwitch node

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From: MLM Veraart (veraart++at++fel.tno.nl)
Date: 05/30/2002 06:10:41


Maybe you can put a single pfGroup above the pfSwitch and
set the pre/post callback on this pfGroup.
I think cull will already have processed this pfGroup and then
comes to the conclusion that there is nothing to draw when it
reaches the OFF-pfSwitch. But it will call the callbacks.

Mario

Brian Furtaw wrote:
>
> When you turn the pfSwitch off the CULL traversal removes it from the
> pfDisplayList so that pfSwitch node and its children are not accessable
> during the DRAW traversal.
>
> Brian
>
> Dimi wrote:
> >
> > Hi,
> > I noticed that when setting a pfSwitch node to OFF its pre/postDraw
> > callbacks dont get called.
> > Is there a way to bypass this and let its callback function to be
> > called.
> > I would like to be able to call its pre/postCallback functions at least
> > once after setting the node
> > to OFF, to manually remove (using pfDeleteGLHandle) the textures under
> > the scene graph of the
> > pfSwitch node (it can only be done when there is a valid graphics
> > context like in the pfDraw callbacks),
> > and remove the whole scene graph afterwards in the app() using pfDelete.
> >
> > Thanks
> > Dimi
>


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