Besides the ColorMaskChunk you'll have to assure that your occluder gets rendered to the depth buffer before the other objects. But no idea how to do this. There's the DepthFirstAction and PriorityAction - sounds like the right direction but I have no clue how they work actually ;)

Thomas


Antonio Bleile wrote:

Hi Marcus,

You could try setting colormask to all false (see glColorMask, there
should be some chunk corresponding to that state). This is the common
(and most efficient) way to disable drawing to the frame buffer.

Yepp, the osg::ColorMaskChunk is exactly what I was looking for.

Thank you,

 Toni





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