rem: mCollObj1->setDebug(mVisualizeObjects);
add: mCollObj1->setDebug(mVisualizeObjects&1);
context:    bool frameStarted(const FrameEvent& evt)	{      if (!ExampleFrameListener::frameStarted(evt))        return false;      static Real transAmount = -0.5f;      static Real transTraveled = 0.0f;      if(transTraveled >= 480.0f)         transAmount = -0.5f;      if(transTraveled <= -480.0f)         transAmount = 0.5f;      transTraveled += transAmount;      mSceneMgr->getSceneNode("cammnode")->translate(0.0f, transAmount, 0.0f);      //mSceneMgr->getSceneNode("camVizNode")->setPosition(mCamera->getDerivedPosition());      //mSceneMgr->getSceneNode("camVizNode")->setOrientation(mCamera->getDerivedOrientation());      if (mPlayAnimation) {        mSceneMgr->getEntity("Head1")->getAnimationState("Walk")->addTime(evt.timeSinceLastFrame/5);        mCollObj2->GetShape()->Refit();      }      // This has to be here - debug visualization needs to be updated each frame..      // but only after we update objects!      mCollObj1->setDebug(mVisualizeObjects);      mCollObj2->setDebug(mVisualizeObjects);      if(!mUseBufferedInputMouse)        ray = mCamera->getCameraToViewportRay(0.5, 0.5);      // remove level from context - we don't care when ray testing against entities..      CollisionManager::getSingletonPtr()->GetDefaultContext()->RemoveObject(mCollObj1);            // Do ray testing against everything but the level      CollisionPair **pick_report;      int num_picks = CollisionManager::getSingletonPtr()->GetDefaultContext()->RayCheck(ray, 600.0f, COLLTYPE_EXACT, COLLTYPE_ALWAYS_EXACT, pick_report);      static String nameStr = "";            if (num_picks > 0)      {         TargetSight->hide();         hotTargetSight->show();         nameStr += Ogre::StringConverter::toString(num_picks) + " ";         for(int i = 0; i < num_picks; i++)         {            nameStr = "";            CollisionObject* yeah = pick_report[i]->co1;            Vector3 contact = pick_report[i]->contact;            nameStr = nameStr + yeah->GetShape()->GetName() + " Contact: " + Ogre::StringConverter::toString(contact);         }      }      else      {         TargetSight->show();         hotTargetSight->hide();      }      // Done ray testing - Now add the level back into context      CollisionManager::getSingletonPtr()->GetDefaultContext()->AddObject(mCollObj1);      // Check all collision objects for collision      CollisionManager::getSingletonPtr()->GetDefaultContext()->Collide();      int mCollObj1Picks = mCollObj1->GetCollisions(pick_report);      if(mCollObj1Picks > 0)      {         transAmount = 0.5f;         nameStr = "Level encountered " + Ogre::StringConverter::toString(mCollObj1Picks) + " collisions";      }      mWindow->setDebugText(nameStr);            if(mUseBufferedInputMouse)      {         CEGUI::MouseCursor::getSingleton().show( );      }      else      {         CEGUI::MouseCursor::getSingleton().hide( );      }      return true;	}