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
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