Yes, it works!
It is what I want exactly.

Thank you very much! 
and have a nice day :)




Sebastian Messerschmidt wrote:
> Hi J. (please state your full name, makes things a little more polite)
> 
> There is no such on/off flag directly. But you can take a look into node 
> masks.
> They basically provide this functionality and more.
> Just set the node-mask and the traversal mask on the camera, so the 
> logical "and" will be true.
> e.g. Node:  0x00000001, TraversalMask: 0xffffffff will render the node, 
> while Node 0x0000 0000  won't render it
> 
> > Hi,
> > 
> > I know OSG use Scene Graph data structures.
> > 
> > And... there are many type of group nodes.
> > 
> > Among them, the Switch Node can control there children's visibility.
> > 
> > I wonder the General Node ( osg::ref_ptr<osg::Node> node )
> > has ON/OFF flag itself.
> > 
> > ...
> > 
> > Thank you!
> > 
> > Cheers,
> > J.YoungStone
> > 
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=48501#48501
> > 
> > 
> > 
> > 
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> 
> 
> _______________________________________________
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
>  ------------------
> Post generated by Mail2Forum


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48549#48549





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