Jesper D. Thomsen wrote:
Hi again, thank you very much for your insight.
I have now tried using nodemasks to hide inactive objects by applying nodemasks
to their transforms. However, my primary problem remains. I see a massive
speedup in general drawing speed, but the picker still finds geodes
Hello Martin,
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
Again, since IntersectionVisitor is a NodeVisitor, the traversal will
implicitly call NodeVisitor::traverse(node), which calls either
Node::ascend(nv) or Node::traverse(nv), which for osg
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
I added to:
Code:
bool IntersectorGroup::enter(const osg::Node& node) {
if ( !(node.getNodeMask() & _traversalMask) ) return false;
.
Martin
--
Read this topic online here
Hi Martin,
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I will post it l
-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 8. april 2010 11:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Showing and hiding objects by removing/adding
drawables.
Hi Jesper,
Adding/removing node/drawables/stateset from the scene graph is not
something I would reco
Hi Jesper,
Adding/removing node/drawables/stateset from the scene graph is not
something I would recommend users do for toggling the visibility of
items. The best way is to decorate the subraphs with an osg::Switch
node, or use the osg::Node::set/getNodeMask(uint) setting it to 0x0
and 0x
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