This action will disable the given attribute of the object
<node3d>.disable( | |
mode | |
node = '' | |
op = viz.OP_DEFAULT | |
unit = 0 | |
) |
Node Attributes | |
viz.INTERSECTION | Controls whether the node is susceptible to intersection tests, including collisions with the viewpoint. |
viz.PICKING | Controls whether the node can be picked by the viz.pick command. |
viz.DEPTH_WRITE | Controls whether the node is drawn to the depth buffer. |
viz.COLOR_WRITE | Controls whether the node is drawn to the color buffer. |
viz.RENDERING | Controls whether the node is rendered. |
viz.CULLING | Controls whether frustum culling is performed on the node. |
viz.LIGHTING | Controls whether lighting calculations are performed on the node during rendering. |
viz.DEPTH_TEST | Controls whether depth testing is performed during rendering. |
viz.CULL_FACE | Controls whether back facing geometry are culled during rendering. |
viz.FOG | Controls whether fog calculations are performed during rendering. |
viz.BLEND | Controls whether blending is performed during rendering. |
viz.SAMPLE_ALPHA_TO_COVERAGE | Controls whether to use the alpha value as a coverage mask when multisampling is enabled. |
viz.DISPLAY_LISTS | Controls whether the the geometry will use display lists to draw data. |
viz.ANIMATIONS | Controls whether built-in animations should be updated |
viz.EMITTERS | Controls whether particle systems will emit particles. |
viz.DYNAMICS | Controls whether the object will have dynamics simulated on it when physics is enabled. |
viz.CONTACTS | Controls whether the physics object will generate contact points. |
viz.COLLIDE_NOTIFY | Controls whether the object will notify Vizard when it collides with another object in the physics simulation. |
viz.RENDER_LEFT | Controls whether the object will be rendered to the left eye. |
viz.RENDER_RIGHT | Controls whether the object will be rendered to the right eye. |
viz.PHYSICS | Controls whether the object will take part in the physics simulation. |
viz.POINT_SPRITE | Controls whether points will be rendered in sprite mode, allowing textures to be applied. |
viz.SPECULAR_TEXTURE | Controls whether specularity will be added to textures. |
viz.FLIP_POLYGON_ORDER | Controls whether the ordering of polygons is flipped. |
viz.CLAMP_COLOR | Controls whether color values will be clamped between [0,1] in the vertex/fragment pipeline. |
viz.FLAT_SHADING | Controls whether polygons are rendered using a single normal value, causing a flat shading effect. |
viz.TEXTURE_FREE_MEMORY | Controls whether texture image memory will be freed after uploading to graphics card. |
viz.TEXTURE_RESIZE_NPOT | Controls whether non-power-of-two textures will be resized. |
viz.VERTEX_BUFFER_OBJECTS | Control whether geometry is rendered using OpenGL Vertex Buffer Objects (VBOs). This can improve performance when rendering geometry with very high number of vertices. |
viz.VERTEX_COLOR_LIGHTING | Controls whether vertex color is used when lighting is enabled, as opposed to material color. |
viz.RENDER_NODE_MAIN_PASS | Applicable only to render nodes. Controls whether the render node will be treated as a main pass. This is disabled by default. |
viz.INTERSECT_INFO_OBJECT | Controls whether the node will be reported as the hit object in intersect/pick info results. If disabled, the first parent with this attribute enabled will be reported. This is enabled by default. |
viz.EFFECT_COMPOSITION | Controls whether active effects will be composed and applied when rendering the node. This is enabled by default. |
viz.SHADOWS | Controls whether shadows will affect the node. This is enabled by default. |
viz.SHADOW_CASTING | Controls whether the node will cast shadows. This is enabled by default. |
viz.ADJUST_AUTO_CLIP | When automatic clip plane computation is enabled for a window, this flag controls whether the clip planes will be adjusted to fit the node. This is enabled by default. This flag is typically used to disable adjusting of automatic clip planes for large far off geometry (i.e. skydomes). |
viz.HARDWARE_SKINNING | Controls whether an avatar is rendered using hardware skinning. Hardware skinning is automatically enabled when generating shader effects on an avatar. |
viz.SWITCH_CHILD | Controls whether a switch node child is enabled. The unit parameter specifies the index of the switch child to control. |
viz.SWITCH_ONLY_CHILD | Sets a switch node child as the only enabled/disabled child. The unit parameter specifies the index of the switch child to control. |
viz.SWITCH_ALL_CHILDREN | Controls whether all switch node children are enabled. |
viz.PROTECTED_LIGHTING | Controls whether the node subgraph is protected from global lights. When enabled, other scene lights won't affect objects in the subgraph, and lights within the subgraph won't affect other objects in the scene. |
Op modes | |
viz.OP_TRAVERSE | When performing an operation on a node, traverse the entire subgraph and process all subnodes as well. This is the default value. |
viz.OP_OVERRIDE | When applying attributes, have them override attributes of subnodes. |
viz.OP_ROOT | When performing an operation on the node, start at the root transform of the node, instead of the model. Processing the root will include all child Vizard nodes. |