No, I use _cameraNode->setClearMask(0);
Because I don't want to clear the depth buffer. -----Ursprüngliche Nachricht----- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Serge Lages Gesendet: Dienstag, 2. Mai 2006 15:34 An: osg users Betreff: Re: [osg-users] CameraNode and DepthBuffer On 5/2/06, Matthias Kreiser <[EMAIL PROTECTED]> wrote: > > > > Hi, > > > > I'm using CameraNodes to do multipass rendering. Multipass rendering works > fine, but unfortunately it seems that the CameraNodes don't use the depth > information about the rest of the scene. So the result of my multipass > rendering is drawn above everything else. I have set the clearmask of the > CameraNodes to 0. Has anybody an idea what I'm missing? > > > > Regards, > Do you set your CameraNode like that : _cameraNode->setClearMask(GL_DEPTH_BUFFER_BIT); It works fine for me. You should take a look to osgprerender example too. -- Serge Lages _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
