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

Reply via email to