Robert, I didn't mean to annoy, I tried to see if there is a conventional solution within the tools I already used. I didn't want to change the Projection to camera.
For me the problem was to keep the Z order when using different projection matrices. What finally solved the solution was to project the object under one projection, then use the z value in osg::Depth as both the minimum and maximum range, and then even when I use other projection, for the object, it is still ordered correctly by the z value in the scene. In the process I've learned a lot about other stuff too, So thanks for the suggestions and guidelines, Guy. ________________________________ 2009/3/22 Guy <[email protected]> Is it possible to prevent near-far planes calculations locally without using osg::Camera? Just disable the computation of near/far planes on the viewer's camera. Robert.
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