Hello Erik,

Erik Podetti wrote:
> As I'm doing deferred shading pass using textures + FBO + 
> PolyForeGrounds, in many cases when I launch the render action for an 
> FBO I don't need to traverse the graph any more.
> My FBOs usually have a PolyForeground while rendering. My question is...
> - how can I know if they traverse the graph or not? I put in 
> fbo->getExcludeNodes.push_back()    the root node of my scene, but there 
> were no performance improvements.

I haven't double checked, but I think this only excludes the actual node 
listed, not the subtree, not sure though.

> - May I use a trav mask on the render action? Can you give me an example 
> of travmask?

yes, trav masks would work. The RenderAction only visits a node and its 
subtree if the bitwise AND of its own trav mask with that of the node is 
non-zero. Setting the root's trav mask to 0 excludes it.
But why do you have your whole scene set as a root on the FBOViewport to 
begin with? If you just leave the root field empty (or if it complains 
put in a dummy node with a group core) it should not render anything.

        Cheers,
                Carsten

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