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

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