Hi,
shailesh kumar wrote:
Thanks Andreas
For Rendering the scenegraph while traversing the nodes , I can leave out the nodes which I dont want to traverse by setting its travmask as 0 . But I have a confusion as to how to render those nodes which I want to render as I traverse them , because I think I cant use simplescenemanager for that .
By the docs I understood that may be I can do like this
1) traverse node by node and render some nodes by -
RenderAction *ra = RenderAction::create();
ra->apply(someNode) .
this call usually renders more than just someNode, in fact it will
render the whole (sub-)scenegraph that has someNode as its root.
But when I saw some code sample as to how to use renderaction in place of
simplescenemanager , it was done like -
window->render(renderAction);
But in this way I wont be able to render node by node .
Maybe you can give us some more background on why you would like to do
this. Are you intersted in performing additional tasks during rendering
on a Node by Node basis ?
Should I go through the simplescenemanager code to understand more on how to
use renderaction to render while traversing?
Hm, maybe I misunderstand you here, but the RenderAction basically does
just this: traverse the graph and render Geometry NodeCores (some others
like Particles as well of course ... ;). By setting the travmask on some
nodes and on the RenderAction you can selectively exclude nodes/subtrees
(the mask of a node is bitwise AND'ed to the actions mask, if the result
is nonzero the node is visited), but from what you wrote above you know
that apparently ;)
thanks
Shailesh
Hope it helps,
Carsten
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