Eric Pouliquen wrote: > 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 ?
I couldn't do it with an OSG primitive, so I just jammed a glClear() into the drawable's draw implementation. Ugly, but effective. > 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). See Robert's reply. At that point you really need multiple cameras in order to manage the different depth zones. I think the osgdepthpartition example may be of interest to you too. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

