The traversal mask gets bitwise ANDed with the node mask. You don't say what your node mask is set to for your text and lines, but if you AND their node mask with your traversal mask and you get non-zero, then they will be intersection-tested. The default node mask is 0xffffffff; perhaps you forgot to change it for the text and lines? What you probably want to do is have terrain nodes with node mask (0x1<<0), text with (0x1<<1), lines with (0x1<<2), etc. This way, your traversal mask of (0x1<<0), when ANDed with the node mask, will result in non-zero only for terrain nodes. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com <http://www.skew-matrix.com/> +1 303 859 9466
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Beverage Sent: Thursday, July 03, 2008 11:20 AM To: osg users Subject: [osg-users] Only intersecting certain nodes in the scene graph Hi all, This is probably a very basic question, but I'm having a hard time understanding how the traversal masks work when using an IntersectionVisitor. I have a scene that contains an osgdem generated terrain database as well as other nodes such as text labels, lines, etc. In certain situations, I only want to compute the intersections against the terrain database. I created a node mask for the terrain, 0x1, and used setNodeMask to set it on the root node of the terrain database. I am using the computeIntersections function of Viewer and passed along that traversal mask hoping that it would only intersect the paged database. However, the computeIntersections function is computing intersections against all of the nodes in the scene graph instead of just the paged database. Does this usage sound correct or am I way off base? Thanks! Jason
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