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

