Hi Robert, I'm picking up this somewhat outdated topic since we are having a similar problem. We need to render some of our geometry with a separate depth buffer because of precision issues: In the first pass, we are rendering a very large landscape that was created using VirtualPlanetBuilder. This puts the far clipping plane very far away from the viewer.
Then, however, we need to draw some objects that are flying very close to the camera and need a lot of precision here. This is what makes us require a second rendering pass with a separate depth buffer and projection matrix (where the far plane is very close to the eye point). It is guaranteed that this geometry is always above the landscape, so we need no further sorting here. In both passes, we require our update callbacks to work. As should have become clear from my description, the master and slave camera do not share their geometry. Do you think there is a way of making the update callbacks work in the slave camera *without* tampering with the original OSG Core source code? Any hint would be greatly appreciated. Thanks a lot for your help, Timm ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15145#15145 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

