hybr wrote: > Hi, > > If u didn't solved that yet - try 2 things: > 1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE > and DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write > turned off for transparent objects by default, which is right thing in > general :D ) > 2nd: when doing prerender - render depth with a shader and set there > gl_FragColor.a = 1.0; > > Cheers, > Sergey
Hi, Thank you for digging :). Good observation, GL_DEPTH_TEST influences the z-buffer (of course you would say...). Actually, when accessing a depth texture in a shader in GLSL 1.2 if DEPTH_TEST is ON it has to be passed as a sampler(2D/Rect)Shadow else as a sampler(2D/Rect). This may help someone someday. Actually, I had just forgot to check my texture units (I thought I had, but I had just begun and not finished) and wrote z-buffer on a unit used transparent faces use. I didn't want to push it on the top of the topics, but I have to reply to any help. Cheers, Max ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16921#16921 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

