hi, what is the right way to implement a "render depth first" pass? Is there some demo code for that?
I'm using some complex shaders which would benefit a lot of being z-culled. Some parts of my geometry is transparent, so I'm using the opaque and transparent render bins. Ralph Kern _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

