Hi Daneil,

You'll need to render the scene to a FBO with texture attached to as
the depth buffer, then reuse this texture in the second pass.

Robert.

On Mon, Mar 9, 2009 at 1:30 AM, Daniel Holz <[email protected]> wrote:
> Hi osg-users,
>
> is it possible to access the Z-Buffer content from a render pass 1 in the
> shaders during a second render pass 2 if I do not clear the Z-Buffer content
> in pass 1?
>
> In my project I render my scene in pass 1 and set the clear mask for pass 2
> to "0", hence not clearing neither the color nor the depth buffer:
>   pCamPass2->setClearMask(0);
>
> Now, how do I read out the Z-Buffer content of the gpu for a given pixel in
> the fragment shader of pass2?
> Trying to read from gl_FragDepth did not work.
>
> Any suggestions?
>
> Cheers
> Daniel
>
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