/** Sets a mask which is bitwise 'and'ed with objects own visibility masks
to determine if the object is visible.
@remarks
Note that this is combined with any per-viewport visibility mask
through an 'and' operation. @see Viewport::setVisibilityMask
*/
virtual void setVisibilityMask(uint32 vmask) { mVisibilityMask = vmask; }
=========================================
/** Sets the visiblity flags for this object.
@remarks
As well as a simple true/false value for visibility
(as seen in setVisible),
you can also set visiblity flags which when 'and'ed
with the SceneManager's
visibility mask can also make an object invisible.
*/
virtual void setVisibilityFlags(uint32 flags) { mVisibilityFlags = flags; }