Hi all,
I'm drawing a cloud of transparent object and I use a shader to perform some
calculations over this cloud. I discovered that OpenSG turns off Z Write for
transparent objects by default. This is ok since they will be ordered in Z,
but sub elements within the same object geometry are drawed in a wrong way..
Plus, I need Z valus to perform many calculations within my shader code... I
've tried to enable Z Write using RenderOptions like below:
OSG::RenderOptionsUnrecPtr options =
OSG::RenderOptions::create();
options->setZWriteTrans( true );
options->activate( _renderAction );
where _renderAction is a pointer to RenderAction.
It doesn't work at all. I've tried also to place a ChunkOverrideNode with a
DepthChunk, but it didn't yield results...
How can I turn on Z Write for transparent objects?
Thanks
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