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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