Hi!
I have just been playing with visibility of objects and controlling visibility on different cameras. Currently it would seem the only way of doing this is via compositor visibility masks, or dynamically via scenemanager visibility mask.
Is there any reason why the camera's visibility mask is not taken into account? and could that easily be added?
**EDIT. I also would like to ask how others deal with different visibility between cameras? I used to use render queues not visibility mask, as I could have more options, but lights do not used render queue (well they do, but not in a way you think)
Thanks in advance
[SOLVED] Camera Visibiltiy masks & multiple scenes
-
- OGRE Expert User
- Posts: 1227
- Joined: Thu Dec 11, 2008 7:56 pm
- Location: Bristol, UK
- x 157
[SOLVED] Camera Visibiltiy masks & multiple scenes
Last edited by al2950 on Thu Feb 11, 2021 7:03 pm, edited 1 time in total.
-
- OGRE Expert User
- Posts: 1227
- Joined: Thu Dec 11, 2008 7:56 pm
- Location: Bristol, UK
- x 157
Re: Camera Visibiltiy masks
So this topic has been discussed a few times;
viewtopic.php?f=25&t=83525&p=518200#p518201
viewtopic.php?f=25&t=85502&p=524728
I think for my use case I will look at using multiple scene managers rather than visibility masks.
viewtopic.php?f=25&t=83525&p=518200#p518201
viewtopic.php?f=25&t=85502&p=524728
I think for my use case I will look at using multiple scene managers rather than visibility masks.