Hi Carsten,
I ran my app under gDEBugger after have OSG patched and I found a call to
glDepthMask(FALSE) in
OSG::RenderPartition::doExecution - osgrenderpartition.cpp, line 491
Heres“s teh stack:
OSG::RenderPartition::doExecution - osgrenderpartition.cpp, line 491
OSG::RenderAction::drawBuffer - osgrenderaction.cpp, line 692
OSG::RenderAction::stop - osgrenderaction.cpp, line 617
OSG::Action::callStop - osgaction.cpp, line 642
OSG::Action::apply - osgaction.cpp, line 298
OSG::Action::apply - osgaction.cpp, line 315
OSG::Viewport::render - osgviewport.cpp, line 367
OSG::Window::doRenderAllViewports - osgwindow.cpp, line 2407
OSG::Window::render - osgwindow.cpp, line 2014
Thanks
Pablo
On Wed, Jul 14, 2010 at 1:50 PM, Carsten Neumann <carsten_neum...@gmx.net>wrote:
> Hello Pablo,
>
> Pablo Carneiro Elias wrote:
> > the patches didn't seem to work... any hints yet?
>
> hm, strange. There are only a few places in OpenSG that call glDepthMask
> to disable depth writes (is there another way to disable them that I'm
> missing?). The one that is right before drawing transparent objects
> tests the _bZWriteTrans boolean and that is what (indirectly) gets
> modified when calling RenderAction::setZWriteTrans() - you are now
> calling that on the RenderAction directly and not through the
> RenderOptions, right? The patches did not attempt to fix the RenderOptions.
>
> Can you run your program through an OpenGL debugger (e.g. buggle,
> glIntercept) to check that there is still a call to
> glDepthMask(GL_FALSE) happening?
>
> Cheers,
> Carsten
>
>
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