Robert, I have an RTT setup, with particle systems. When I put the particle system behind a geometry which is transparent, the particles are not drawn behind the geometry.
The geometry in question has setRenderingHint( TRANSPARENT_BIN ) set. The particle system draw() function sets glDepthMask( GL_FALSE ); When I create an osg::Depth that disables glDepthMask and assign it to the transparent geometry, the particles can be seen through the geometry! Wonderful. The problem is, when RTT is enabled, the whole scene flickers when VIEW_FRUSTUM_CULLING does not remove the osg::Depth from the scene. If RTT is disabled in the app it works fine. Any ideas? Thanks for your time and consideration! John Argentieri
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