Hi,

I've recently made the move from OSG 1.2 to 2.2.  In the past, my code would 
set up two cameras.  One of these rendered the main view, and the other 
rendered an IR scene to a texture.  The code set up two cull masks (one for 
each camera) of IR_NODE_MASK (0x1) and MAIN_NODE_MASK (0x2).  

Ex.  

irCamera->setCullMask(IR_NODE_MASK);
mainCamera->setCullMask(MAIN_NODE_MASK);

With the new architecture in 2.2, the calls to setCullMask in regard to the 
rendering of the cameras seems to behave differently than in 1.2.  For 
instance, there is a helicopter cockpit that we use when displaying the IR 
rendered texture.  When the IR texture is rendered, the cockpit should not be 
visible (i.e. its node mask is set to MAIN_NODE_MASK.)  This was the case with 
1.2, but with 2.2 the cockpit is visible.  Since cameras have their own node 
masks now, would I also need to set the cameras' node masks to be the same as 
their respective cull masks?  If so, why bother having a separate cull mask?


irCamera->setNodeMask(IR_NODE_MASK);
mainCamera->setNodeMask(MAIN_NODE_MASK);


Thanks,
Brian
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