Example #1
0
	bool pre(const scene::INodePtr& node) {
		if (node->visible()) {
			Brush* brush = Node_getBrush(node);

			if (brush != NULL && brush->hasShader(_name)) {
				Node_setSelected(node, true);
				return false; // don't traverse brushes
			}

			// not a suitable brush, traverse further
			return true;
		}
		else {
			return false; // don't traverse invisible nodes
		}
	}