Hi Lee,

The sentance:

>osg::NodeVisitor does a logical
> * AND of its TraversalMask with the NodeMask here to
> * determine if the Node should be processed/traversed.

Is wrong, as a logical AND is &&, but when is done is a bitwise AND
which is &, I didn't spot this on the first run through.

I've also gone though the text with your suggestions in mind and tried
to make the text generally a bit clearer.  These changes are now check
in.  The text still doesn't flow well but I believe it's an
improvement.

Robert.


On Fri, Jul 24, 2009 at 8:44 PM, Lee Butler<[email protected]> wrote:
> Robert,
>
> A good improvement!  I was debating how specific we should be.  I might lift 
> the parenthetical up for even more clarity and add a brief mention of the 
> implication.  Consider:
>
> * 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, the cull traversal takes its TraversalMask from the 
> osg::Camera CullMask.
> *  During traversal if a Node has a NodeMask value of 0x02 (only 2nd bit set)
> * and the osg::Camera had a CullMask of 0x4 (2nd bit not set)
> * then during cull traversal the node and any children would be ignored 
> (thereby becoming "culled" and thus not rendered).
> * Conversely, if the  osg::Camera CullMask had been 0x3 (2nd bit set)
> * then the node would be processed and child Nodes would be examined.
>
>
>> If my build completes successfully I'll check the above in,
> It's always good to make sure the comments complie correctly!
>
> Thanks!
>
> Lee
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15419#15419
>
>
>
>
>
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