Bostich
07-10-2008 22:45:46
Hi guys,
i am wondering about camera.VisibilityFlags.
Why is this value always exactly the same?
do i have to setup something before using this? (expected setup visibility mask on entitys, this is clear for me)
the reason why iam asking, is simple that the camera / viewport seems too completly ignore those flags
Bostich
Beauty
07-10-2008 23:14:37
Did you look to the API?
Maybe it can help.
www.ogre3d.org/docs/api/html/classOgre_1_1Camera.html
There are several members with VisibilityFlags. Use Search function with
highlight option in Firefox to get a good overview.
The Mogre names are not the same, but equal I think.
virtual void
setVisibilityFlags (uint32 flags)
Sets the visiblity flags for this object.
Remarks:
As well as a simple true/false value for visibility (as seen in setVisible), you can also set visiblity flags which when 'and'ed with the SceneManager's visibility mask can also make an object invisible.
virtual void
addVisibilityFlags (uint32 flags)
As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object.
virtual void
removeVisibilityFlags (uint32 flags)
As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object.
virtual uint32
getVisibilityFlags (void) const
Returns the visibility flags relevant for this object.
static void
setDefaultVisibilityFlags (uint32 flags)
Set the default visibility flags for all future MovableObject instances.
static uint32
getDefaultVisibilityFlags ()
Get the default visibility flags for all future MovableObject instances.
uint32
mVisibilityFlags
Flags determining whether this object is visible (compared to SceneManager mask).
static uint32
msDefaultVisibilityFlags
Default visibility flags.
Bostich
08-10-2008 07:35:48
Hi Beauty,
thanks a lot
.
I will give some of the options a try.
Bostich