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 ____________________________________________________________________________ __ -----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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

