Hello Constantin,

> Datum: Mon, 18 Oct 2010 11:34:35 +0200
> Von: "Constantin Müller" <constantinmuelle...@googlemail.com>
> I guess that the packed depth-/stencilbuffer does not yet clear the
> depth and stencil buffer with their specific clear values seperated.
> Right now it might clear the entire buffer with the depthvalue.
> This is not the solution for my problem, but it could be another
> problem for my rendering.

I don't think there is any difference between separated and packed 
depth/stencil buffers when it comes to clearing them. One sets the values to 
which they are cleared with glClearDepth and glClearStencil and then calls 
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | ...).
I see those calls happening in the glIntercept log you sent - actually I think 
you have too much clearing of the stencil in there (between rendering front and 
back faces the stencil is cleared) - you need to set
background->setClearStencilBit(-1) so the stencil buffer is left alone.

> I didn't find the code for the buffer-clearing, but I think the
> functionality for the packed buffer might be missing.
> Would you tell me where the code is, or take a look at the part?

Clearing is handled by the backgrounds, see OSGSolidBackground.cpp: 
SolidBackground::clear() for the OpenGL calls.

Going to run your code next, perhaps that gives a clue where things go wrong.

  Cheers,
     Carsten
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