Document usage of node masks

coverity_scan
scrawl 9 years ago
parent 18320b2cd0
commit fbf07133ea

@ -4,7 +4,10 @@
namespace CSVRender
{
/// @note Enumeration values can be changed freely, as long as they do not collide.
/// Node masks used on the OSG scene graph in OpenMW-CS.
/// @note See the respective file in OpenMW (apps/openmw/mwrender/vismask.hpp)
/// for general usage hints about node masks.
/// @copydoc MWRender::VisMask
enum Mask
{
// internal use within NifLoader, do not change

@ -5,6 +5,20 @@ namespace MWRender
{
/// Node masks used for controlling visibility of game objects.
/// @par Any node in the OSG scene graph can have a node mask. When traversing the scene graph,
/// the node visitor's traversal mask is OR'ed with the node mask. If the result of this test is
/// 0, then the node <i>and all its child nodes</i> are not processed.
/// @par Important traversal masks are the camera's cull mask (determines what is visible),
/// the update visitor mask (what is updated) and the intersection visitor mask (what is
/// selectable through mouse clicks or other intersection tests).
/// @par In practice, it can be useful to make a "hierarchy" out of the node masks - e.g. in OpenMW,
/// all 3D rendering nodes are child of a Scene Root node with Mask_Scene. When we do not want 3D rendering,
/// we can just omit Mask_Scene from the traversal mask, and do not need to omit all the individual
/// element masks (water, sky, terrain, etc.) since the traversal will already have stopped at the Scene root node.
/// @par The comments within the VisMask enum should give some hints as to what masks are commonly "child" of
/// another mask, or what type of node this mask is usually set on.
/// @note The mask values are not serialized within models, nor used in any other way that would break backwards
/// compatibility if the enumeration values were to be changed. Feel free to change them when it makes sense.
enum VisMask
{
Mask_UpdateVisitor = 0x1, // reserved for separating UpdateVisitors from CullVisitors
@ -24,8 +38,6 @@ namespace MWRender
Mask_Sun = (1<<10),
Mask_WeatherParticles = (1<<11),
// child of Water
// top level masks
Mask_Scene = (1<<12),
Mask_GUI = (1<<13),

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