Hi Garrett

Unfortunately the OSG only supports one node mask that is shared by all
process app, cull, draw, update, data, isectors, visitors etc...

Being an old fart I much preferred the old Performer, Vega, Dvise etc
offerings with node masks in that each process had its own mask, this was
much more useful for me.


____________________________________________________________________________
__
Gordon Tomlinson 

[email protected] IM: [email protected] 
www.vis-sim.com        www.gordontomlinson.com 
____________________________________________________________________________
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-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Garrett
Potts
Sent: Thursday, July 09, 2009 3:19 PM
To: OpenSceneGraph Users
Subject: [osg-users] Node Mask bit definition

Hello All:

I am curious where to find the bit vector definitions for the  
setNodeMask.  I have used it for things like all or nothing so set it  
to  0xffffffff or 0 for no traversal but I am now curious to know if  
you can do things like update traverse only or maybe update cull only  
or maybe just event visitor only, .... etc, or do we just use our own  
bit vector setup so that  the following executes the way we want:

         inline bool validNodeMask(const osg::Node& node) const
         {
             return (getTraversalMask() & (getNodeMaskOverride() |  
node.getNodeMask()))!=0;
         }

Was just seeing if there was already a pre defined bit types that are  
ored together or is it up to us to define the bits to do what we want.


Thank you for any insight and take care


Garrett

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