I Robert -- No, I don't think stencil applies here. Chris might not have described the rendering task precisely. What he is trying to do is a sort of smart depth partition, in which he knows that part of his scene graph is always the background, and another part of always the foreground. So if he can just clear depth after rendering the background, he has all that he needs.
Now that I see how similar this is to depth partitioning, I wonder if slave cameras are the way to go? They will both have the same view (but probably different near/far planes). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, May 14, 2009 2:38 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Multiple ClearNodes in a scene,or 2D layering of 3D geometry Hi Chris, On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson <xe...@alphapixel.com> wrote: > The Goal: Render both of them, but with object A _always_ obscured by > object B, regardless of what their Z values (which are mostly > coincident) would normally dictate. This type of task is exactly what the stencil buffer is good for. The OSG supports stencil buffer natively. See the osgreflect example. Robert. _______________________________________________ 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