I do exactly that, using a camera which does the following: 1) Sets DO_NOT_COMPUTE_NEAR_FAR so that the skydome doesn't influence the auto-z calculation; otherwise large skydome radii will skew the rest of the scenes znear/zfar 2) Forces the projection matrix so that the skydome radius is within whatever the auto-calculated znear and zfar. Without this step, there _will_ be a scene/viewing distance that results in a clipping dome. I do this by overriding the traverse() call, much like the DepthPartition code. 3) just force z=1 on the skyDome with osg::Depth.
I guess rather than step(3) you could draw as a Camera PRE_RENDER (clearing depth and colour), and making sure that your main NESTED_RENDER path doesn't clear the colour buffer. Hope that helps. David
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