you could use

sceneView->setCullMask( 0x01 )

to restrict the culling on those nodes with the node mask 0x01. This prevents the nodes with a different mask from culling and thus from drawing.

Robert Minge

xiaoshuxing wrote:
Thanks, Robert.
If setNodeMask(0) means hide, setNodeMask(1) means show, then why we need an
int parameter? Why not a Boolean
I just wonder is there any other usages of setNodeMask, or where I can find
the detailed usages of a function?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, December 28, 2006 4:14 PM
To: osg users
Subject: Re: [osg-users] hide a node

node->setNodeMask(0);

On 12/28/06, xiaoshuxing <[EMAIL PROTECTED]> wrote:



Thanks

But, oopse, do I have to change my scenegraph tree structure?

Is there any way else?

I've searched the osg examples, seems like that NodeMask can also hide a
node, but I don't know how to use NodeMask.

The documentation only says that "setNodeMask set the node mask", but no
specification about what the parameter means.



 ________________________________


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Zach Deedler
 Sent: Thursday, December 28, 2006 12:38 PM
 To: 'osg users'
 Subject: RE: [osg-users] hide a node




Use osg::Switch.  Give the node an osg::Switch as its parent and switch it
off.




Zach





 ________________________________


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
xiaoshuxing
 Sent: Wednesday, December 27, 2006 21:43
 To: 'osg users'
 Subject: [osg-users] hide a node


What do I need to do if I want to hide a node? By which I mean don't
display
it and don't delete it either, since I want to show it later.
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