HI Tristan,

A node mask is basically a bit mask that undergoes a logical AND with
the traversal mask, each different traversal can have its own mask.
Typically in the traversal mask you'll pick out a single bit, and then
in the node mask switch this bit on or off.

Node masks arn't the only option for switch nodes on and off, there is
osg::Switch, it turns things on or off for all traversal rather than
allow switching based on traversal, but it may well suit your needs,
or perhaps a combination of NodeMask and osg::Switch would be best.

Robert.

On 11/17/06, Tristan McMillan <[EMAIL PROTECTED]> wrote:
Hi Osg Users

I was wondering if someone could give me a quick run through on how node
mask numbering works.

I have tried reading up on it and just random implementation but I can't
get my numbering system to operate.

The task I want to create is somewhat similar to the email sent by Ben
regarding a node always visible.

My node mask is as follows:

I need the terrain to always displayed so I set this as the highest node
mask say 0x7. Then I need an explosion to display which at a certain
period when collision has occurred so I gave this the node mask 0x4.
Also when the collision occurs I need to hide the missile so I gave it
the node mask 0x1.

The above works fine in that I cull 0x4 on collision and it seems all
node mask's less than 0x4 are culled and the explosion is displayed.

However now I have implemented multiple camera and I want a hud
displayed in one of them. But no matter what combination I can't get the
Hud displayed in one window for the whole duration of the visualization.

Thanks
Tristan

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to