If you just disable depth testing, or make the fragments always pass depth testing via ALWAYS, you still don't get the effect that the object is always visible, do you? It presumably will depend on its position in the scenegraph and the relative order of drawing. That's why HUDs are often done in post-render cameras...
If it's the stateset solution you want - rather than using a osg::Camera with POST_RENDER - I think you might also want to force a draw to z=0, the near clipping plane: stateSet->setAttributeAndModes (new osg::Depth(osg::Depth::ALWAYS, 0.0, 0.0), osg::StateAttribute::ON); David
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