Dirk Reiners schrieb:
But that did not work, because if "root" is selecting Switch:NONE, the texturedBoxes dont get drawn either.
I think my graph is correct. what am i missing?

Honestly I'm not sure if understood all the details of your structure, but I think that regardless of the details the easiest way to get what you want is using traversal masks. You can set a 32 bit mask on each Node and on the Viewport, and only if the & of the masks is !=0 is the Node rendered. This should give you more control than the Switch.

A fine thing, these masks, but they do not solve my problem:

I try to explain it again:
I got some leaf nodes in my LOD² (Leaf under Lod under Lod) Subgraph.
These LeafNodes are only drawn if the camera is near enough. Fine.
But I want to be able to only draw a subset of these leaf nodes (e.g. the ones with Textures).
As these are only a few (58 out of 400) they should always be visible.
That has now been "solved" by costly setting all the LODs distances to INFINITY / back to their desired Values, when switching visibility modes.

I thought their would be a nicer way of doing this.
I tried to have a second "root", where all the texturedNodes ADDITIONALY get "listed" :
beginEditCP(texturedCubesRoot);
  texturedCubesRoot->setCore( Group::create() );
  texturedCubesRoot->addChild( texturedCube);
endEditCP(texturedCubesRoot);

and switch between the LOD structure and the flat texturedCubesRoot. Here lies the problem: The nodes under texturedCubesRoot never get drawn.

Another thing:
how do I "pick" objects correctly with LODs in my Graph? it seems that sometimes a coarser detail level than is rendered is reported to have been clicked upon.

Hope this makes things clearer,
Tobias Kilian







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