Hi Farshid, Interesting, thank you for the pointer. Lars
======================== Hi Lars, On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson <[email protected]> wrote: Any ideas or pointers as of how to architect this in OSG? Thank you. > I've accomplished the same thing you are trying to do by using cull callbacks on each node. It gives you much more flexibility than node masks. There are many ways to go about this. I created a custom data structure that stores a unique identifier for each view, and saved this data structure in the user data field of the cull visitor of the view. My cull callback then retrieves this identifier from the cull visitor and determines whether or not to render to the view. My cull callback maintains a list of all the view identifiers it is either allowed or not allowed to render to. This way you are not limited to 32 bit node masks to control the rendering of nodes. Hope this information was helpful and let me know if you would like more details. Cheers, Farshid _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

