From Cedric Pinson, "Here a patch to be able to clone stateattribute, in order to do that i
moved the StateAttribute::Callback structure to a file StateAttributeCallback with the same behavior as NodeCallback. "
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@@ -24,6 +24,7 @@ class Image;
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class Texture;
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class StateSet;
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class StateAttribute;
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class StateAttributeCallback;
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class Uniform;
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class Node;
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class Drawable;
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@@ -32,6 +33,7 @@ class PrimitiveSet;
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class Shape;
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class NodeCallback;
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/** Copy Op(erator) used to control whether shallow or deep copy is used
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* during copy construction and clone operation.*/
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class OSG_EXPORT CopyOp
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@@ -53,7 +55,7 @@ class OSG_EXPORT CopyOp
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DEEP_COPY_PRIMITIVES = 1<<8,
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DEEP_COPY_SHAPES = 1<<9,
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DEEP_COPY_UNIFORMS = 1<<10,
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DEEP_COPY_NODECALLBACKS = 1<<11,
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DEEP_COPY_CALLBACKS = 1<<11,
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DEEP_COPY_ALL = 0x7FFFFFFF
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};
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@@ -75,6 +77,7 @@ class OSG_EXPORT CopyOp
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virtual Shape* operator() (const Shape* shape) const;
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virtual Uniform* operator() (const Uniform* shape) const;
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virtual NodeCallback* operator() (const NodeCallback* nodecallback) const;
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virtual StateAttributeCallback* operator() (const StateAttributeCallback* stateattributecallback) const;
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protected:
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