Hi Chris, and thanks for your answer !

I understand your solution. How did you manage the Zbuffer clearing ? By 
setting a clearMask on a ClearNode ?

And what do you think we can do if we want "very far nodes" as you said-like a 
moon ? Do we need to do a pre-render by rendering to a texture or is there a 
simpler way ? i've read some lines about a local camera, but I didn't really 
understand how to disable the framebuffer clearing after the local camera has 
rendered the scene (in fact doing multipass rendering).

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http://forum.openscenegraph.org/viewtopic.php?p=16897#16897





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