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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