Thanks Lee, I've take this as a base and then tweak it a bit, does this read OK?

        /**
        * This is a set of bits (flags) that represent the Node.
        * The default value is 0xffffffff (all bits set).
        *
        * The most common use of these is during traversal of the scene graph.
        * For instance, when traversing the scene graph the
osg::NodeVisitor does a logical
        * AND of its TraversalMask with the NodeMask here to
        * determine if the Node should be processed/traversed.
        *
        * For example, if a Node has a NodeMask value
        * of 0x02 (only 2nd bit set) and the osg::Camera has a
CullMask of 0x4 (2nd bit not set) then during cull traversal
        * (that takes it's TraversalMask from the Camera's CullMask)
the node and any children would be ignored.  Conversely, if the
osg::Camera CullMask were 0x3 (2nd bit set) the node
        * would be processed and child Nodes would be examined.
        */


If my build completes successfully I'll check the above in,

Robert.

On Fri, Jul 24, 2009 at 12:38 PM, Butler, Lee Mr CIV USA
USAMC<[email protected]> wrote:
> Added some explanation to include/osg/Node to describe the NodeMask and how 
> it gets used.
>
> Lee
>
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