HI Steven,
On Jan 25, 2008 5:06 PM, Steven Powers [EMAIL PROTECTED] wrote:
It seems that if the traversalMask gets set to 0x10 it shouldn't render
nodes with a node mask of 0x1. But this is still happening.
Can the problem be elsewhere. Where does the cull_mask / node_mask get
evaluated to
I am using the second CameraNode to render to a texture that the main
camera in the viewer will display.
The second cameraNode uses a frame buffer object and shaders to generate
a texture. It works fine other than the cameranode renders objects that
only the main viewer should render.
Should
Hi Steven,
Is this additional camera just a render to texture camera? If so it
may well be most logical to keep it with the scene.
The question you should ask yourself, to qualify where you should place it is:
A) is the RTT Camera an effect that the scene has i.e. a shadow or
reflective etc.
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-Original Message-
From: Robert Osfield [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 15, 2008 10:37 AM
To: Steven Powers
Subject: Re: [osg-users] NodeMask CullMask problem
On Jan 15, 2008 2:59 PM, Steven Powers [EMAIL PROTECTED] wrote:
From what your
I am having problems with CullMasks using OSG 2.X.
I have a CameraNode that I set the CullMask as setCallMask(0x10) and a
node that I set as setNodeMask(0x1).
My understanding is that a node is evaluated like:
CullMask NodeMask
If the result is true it will traverse the node. This is
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Steven Powers wrote:
| I am having problems with CullMasks using OSG 2.X.
|
|
|
| I have a CameraNode that I set the CullMask as setCallMask(0x10) and a
| node that I set as setNodeMask(0x1).
|
Actually you have a Camera, as CameraNode is a typedef
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