Hello Pablo,
Pablo Carneiro Elias wrote:
> the patches didn't seem to work... any hints yet?
hm, strange. There are only a few places in OpenSG that call glDepthMask
to disable depth writes (is there another way to disable them that I'm
missing?). The one that is right before drawing transparent objects
tests the _bZWriteTrans boolean and that is what (indirectly) gets
modified when calling RenderAction::setZWriteTrans() - you are now
calling that on the RenderAction directly and not through the
RenderOptions, right? The patches did not attempt to fix the RenderOptions.
Can you run your program through an OpenGL debugger (e.g. buggle,
glIntercept) to check that there is still a call to
glDepthMask(GL_FALSE) happening?
Cheers,
Carsten
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