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/
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