Hi Andrew, the computeBound() does not respect node masks. In theory it would be possible to skip the bounds update for nodes that were filtered by the cull mask, but implementing this would get complicated quickly - you have to consider there may be different cameras with different masks, maybe even running their cull phase in different threads (e.g. with the CullThreadPerCamera threading mode). So, for simplicity, the OSG will just computeBound() once per frame before the culling starts. Note, however, that bounds will *not* be updated for nodes that have not moved, so the bounding update is usually not a performance issue anyway.
Cheers, Jannik ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67066#67066 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

