Hi all, Thanks again for the tips, everything is working great now!
Jason On Thu, Jul 3, 2008 at 1:46 PM, Jason Beverage <[EMAIL PROTECTED]> wrote: > Hi everyone, > > Thanks for your all your responses. The only node mask that I was > modifying was that of the terrain database and was leaving the masks for the > other items at their default of 0xffffffff. > > It looks like I need to do more managed of the NodeMasks than I originally > thought. > > Thanks! > > Jason > > > On Thu, Jul 3, 2008 at 1:37 PM, Jean-Sébastien Guay < > [EMAIL PROTECTED]> wrote: > >> Hi Jason, >> >> 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. >>> >> >> The default node mask is 0xFFFFFFFF, and you don't mention if you set the >> node mask on your text items (or other objects) to something else. No matter >> what the traversal mask is you give to computeIntersections, it will return >> true when ANDed with 0xFFFFFFFF... >> >> You can for example set your terrain's mask to 0x1, and your GUI elements >> or other things to 0x2, and then give 0x1 as the traversal mask in >> computeIntersections, and it will only intersect with the terrain. >> >> I generally reserve one bit of the nodemask to items that are pickable, I >> find that makes comprehension simpler. Then I just have to make sure to set >> each object's nodemask appropriately at creation. >> >> Hope this helps, >> >> J-S >> -- >> ______________________________________________________ >> Jean-Sebastien Guay [EMAIL PROTECTED] >> http://www.cm-labs.com/ >> http://whitestar02.webhop.org/ >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >
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