From 239aed9a88c62df0a7a1bd0f5d6a097f9da025a7 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Tue, 28 Jul 2009 06:00:23 +0000 Subject: [PATCH] Tweak of NodeMask docs --- include/osg/Node | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/include/osg/Node b/include/osg/Node index 246b93c1d..0ceef34f3 100644 --- a/include/osg/Node +++ b/include/osg/Node @@ -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;