Hi Brian,

There is chance that a bug in CullVisitor w.r.t CullSettings
inheritance is responsible, this has now been fixed in SVN and the
2.3.7 dev version.  However, I can't say for sure as I don't know your
code well enough.

Uprading from 2.2 to SVN or 2.3.7 should be straight forward so it'd
be worth trying out.  There are a number of other bugs fixes rolled
into SVN/2.3.7 as well.

Robert.

On Tue, Apr 1, 2008 at 7:14 PM, Brian <[EMAIL PROTECTED]> wrote:
>
>  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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>
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