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Camera NodeCull Masks

Node masks are used extensively in NS12 to ensure that only certain cameras render a particular node. For instance, one use of masking is depth partitioning where nodes are assigned one of 3 mask values on the update traversal depending on their distance from the eye (main camera). Each value represents a distance bin and each bin has it’s own camera that renders back to front. Masks are also used to assign UI elements and overlays (such as grids) to their own cameras. The entries below specify which values have already been reserved and for what type of node.

0x00000001, Orbit lines camera              (nested render 1)
0x00000002, Farthest depth camera           (nested render 4)
0x00000004, Mid depth camera                (nested render 5)
0x00000008, Near depth camera               (nested render 6)
0x00000010, Near star field camera          (nested render 3)
0x00000020, Overlay/Grid camera             (nested render 7)
0x00000040, Far star field camera           (nested render 2)
0x00000080, UI/CEGUI camera node            (post render)