Tweak of NodeMask docs

This commit is contained in:
Robert Osfield 2009-07-28 06:00:23 +00:00
parent 91f53369a3
commit 239aed9a88

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@ -269,13 +269,15 @@ class OSG_EXPORT Node : public Object
* The default value is 0xffffffff (all bits set).
*
* The most common use of these is during traversal of the scene graph.
* For instance, when traversing the scene graph the osg::NodeVisitor does a logical
* AND of its TraversalMask with the NodeMask here to
* For instance, when traversing the scene graph the osg::NodeVisitor does a bitwise
* AND of its TraversalMask with the Node#s NodeMask to
* determine if the Node should be processed/traversed.
*
* For example, if a Node has a NodeMask value
* of 0x02 (only 2nd bit set) and the osg::Camera has a CullMask of 0x4 (2nd bit not set) then during cull traversal
* (that takes it's TraversalMask from the Camera's CullMask) the node and any children would be ignored. Conversely, if the osg::Camera CullMask were 0x3 (2nd bit set) the node
* For example, if a Node has a NodeMask value of 0x02 (only 2nd bit set)
* and the osg::Camera has a CullMask of 0x4 (2nd bit not set) then during cull traversal,
* which takes it's TraversalMask from the Camera's CullMask, the node and any children
* would be ignored and thereby treated as "culled" and thus not rendered.
* Conversely, if the osg::Camera CullMask were 0x3 (2nd bit set) then the node
* would be processed and child Nodes would be examined.
*/
typedef unsigned int NodeMask;