Hi Johny, The View(er) master Camera has default StateSet assigned to that initialises OpenGL into an appropriate state for doing typical 3D rendering via StateSet::setGlobalDefaults(). By replacing the default Camera my guess is that you aren't assigning your own osg::StateSet with the appropriate state set to it, so you are just getting OpenGL defaults which doesn't set up the depth buffer.
Robert On 17 February 2017 at 19:46, Johny Canes <petrussij...@gmail.com> wrote: > Hi, > > Sorry for one chunky looking post, but it's actually quite coherent. Can I > have your short attention it's very appreciated. > > I am trying to use viewer slaves with a chain of render-to-textures. I > understand this is best done using several cameras. > > I've looked at plenty of resources online as well as all the examples. > > I am aiming for a postprocessing setup using a main camera and an > orthographic camera that renders a quad to the screen. > > I have a main camera that renders the scene, attached as > > Code: > viewer.addSlave( main, osg::Matrix(), osg::Matrix() ); > > > > > It is supposed to render the 'scene data' as set by setSceneData. This kind > of works... but not without peculiar problems. > > And my orthographic camera, with a quad as its child, attached as > Code: > viewer.addSlave(ortho, osg::Matrix(), osg::Matrix(), false); > > > > > One problem is that osgViewer has a default camera, and when I override it > with mine using > Code: > viewer.setCamera( main ) > > , the z-ordering goes nuts. > > The orthographic is rendering its quad properly though, which has its texture > set to the color attachment of the main camera, because my main camera has > Code: > camera->attach( osg::Camera::COLOR_BUFFER, texture, 0, 0, false, 0, 0 ); > > > > However, problems remain. I have been outcommenting lines of my code to get > nearer to the problem, and random things and unexpected discrepancies are > happening as I go. > > > Code: > viewer.addSlave( camera, osg::Matrix(), osg::Matrix() ); > viewer.setCamera( camera ); // unnecessary / messes up z-ordering ... > > > > These two lines of code for example. If I switch these lines, the camera will > not render (my texture will be black instead of the scene). > > Another odd things, is that whilst I've set the color attachment of main, it > is still writing to the screen. Sadly, when I tell it to use an FBO, it goes > black completely (apparently neither rendering to my color attachment nor the > screen). > > So I have things working and not working, but currently I am battling some > odd behavior that I cannot best. > > Cheers, > Johny > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70235#70235 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org