Hi J-S, thanks for the hint. So, you are saying, even the node will not be rendered, it will be reflected on the water ?
Nick http://www.linkedin.com/in/tnick On Sat, Jan 23, 2010 at 5:06 AM, Jean-Sébastien Guay < [email protected]> wrote: > Hi Nick, > > > is there a way to have a node to be only reflected but not rendered? I have >> tryied to set up the node mask to just >> >> ocean->getOceanScene()->getReflectedSceneMask() >> >> but the node still gets rendered >> > > This has nothing to do with osgOcean... If you want your node to not be > rendered you need to set up the viewer's cull visitor to have a traversal > mask different than 0xFFFFFFFF (which means render anything with a non-zero > node mask). So in your case you could use say > > 0xFFFFFFFF & ~ocean->getOceanScene()->getReflectedSceneMask() > > which is all bits except the reflected scene mask. > > You can get the viewer's cull visitor this way: > > osgViewer::Renderer* renderer = > dynamic_cast<osgViewer::Renderer*>(viewer->getCamera()->getRenderer()); > renderer->getSceneView(0)->getCullVisitor(); > (or if you're using CompositeViewer, get each view's camera and then...) > (also do it for SceneView 1 - the SceneViews are double-buffered in > multithreaded viewers, better be safe). > > 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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