OK, makes sense. Now I at least understand what is going on.
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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,
Hi,
I am using cull masks to hide objects in the scene graph. Works great. When
working with some custom drawables I note that the computeBound() method of my
'hidden/culled' object is still being called.
It seems the computeBound traversal ignores cullmasks. Is that as expected?
(OSG 3.0.1)
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