Hi Marcus, Robert Osfield wrote: > The answer is yes, yes. To see node and traversal masks in action see > the osgstereoimage example. > >> just a simple question ( I hope so ;) ) to check if I have understand >> nodemasks the right way. So I can set nodemasks in order to render a >> node ( nodemask != 0 ) oder not to render a node ( nodemask = 0 ). >> Furthermore I can set different nodemasks e.g. node a nodemask = 1, node >> b nodemask = 2, and then when traversing say just render nodes with >> nodemask = 1 or nodemask != 2. Is this correct? Perhaps someone has more >> information about nodemasks oder knows some page where I can find it.
Also keep in mind that these are *bitmasks*. The nodemask and the traversal mask are logically ANDed and check for a non-zero result. So if you set masks 1,2,3 on your nodes and then want to draw mask 1 it will actually draw nodes with masks 1 and 3. node mask 1 is 001 in binary, node mask 3 is 011 in binary, traversal mask 1 is 001 in binary, so 1 & 1 = 1 but also 3 & 1 = 1 /Ulrich _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/