Vizard 7 » Command Index » Vizard objects » node3d » <node3d>.enable
7.7

<node3d>.enable

This action will enable the given attribute of the object

<node3d>.enable(  
mode  
node = ''  
op = viz.OP_DEFAULT  
unit = 0  
)  
mode
The attribute to enable. Can be one of the following values or a list of the values:

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.

node = ''
Name of sub-node to apply changes to
op = viz.OP_DEFAULT
Can be viz.OP_DEFAULT to use the nodes default op mode or a combination of the following values:

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.

unit = 0
The texture unit to apply the changes to, or viz.AUTO_COMPUTE to apply changes to all available texture units.

Remarks

Mode can be any valid OpenGL mode.

Return Value

None

Example

Example 1:
ball = viz.add('ball.wrl')
ball.enable(viz.INTERSECTION)


Example 2:
model = viz.add('logo.ive')
model.enable([viz.LIGHTING,viz.CULL_FACE])

See also

<node3d>.disable