Hi, I want to render a scene two times filling the depth-buffer during the first render-pass and using the depth-buffer then to render the second pass (with another geometry). I added an OSG::DepthChunk to both geometries (the same Chunk for both) and I also added an OSG::RenderBuffer (as depth buffer with internal format GL_DEPTH_COMPONENT24) to my OSG::FrameBufferObject.
I disable my second geometry using OSG::Node->setTravMask(0), then I render the first time with OSG::Window->render(ra). At this point I want the depth-buffer to be filled. I enable the second geometry now and disable the first geometry. Then I render again with OSG::Window->render(ra). What I get is the image resulting from rendering the second geometry (as expected) but without respect to the filled depth-buffer. Depth buffer seems to work because when I set it to GL_GREATER nothing is rendered at all. So my question is: How can I keep the depth-buffer when I render the next image? Regards Sebastian ------------------------------------------------------------------------------ This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
