Hi Marcus,

On Fri, 2006-07-07 at 17:01 +0200, Marcus Lindblom wrote:
> Hi All,
> 
> I'm working on multipass refractive water rendering and for my final 
> pass, I have a PolygonBackground with a fancy material (with a shader) 
> that draws the water (with refraction) andupdates the depth-buffer with 
> the correct value (taken from a FBO-rendering) and then everything that 
> goes in front of the water is rendered (i.e. that which is not to be 
> visible in refraction) through a regular Node-tree.
> 
> It's a simplified model which works good enough.
> 
> But, my depth-buffer gets overwritten as PolygonBackground calls 
> glClear() after having rendered the polygon!
> 
> Is there any reason for the glClear being after rendering, rather than 
> before it (and preferrably at that)?


The reason is that it's sort of a background's job to clear the screen
and the depthbuffer. It was not really designed for these kinds of
multi-pass operations... :-/

> I suppose I can work around this by adding another viewport with a 
> passive background.

Hm, don't think so. The Polygon will clear the depth buffer, and once
it's gone it's gone. :(

The options I can see right now would be writing your own background, or
using a PolygonForeground, which will not do any clearing.

Hope it helps

        Dirk



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