Hi,

I am doing a deferred shading and i have a problem to use the depth
buffer as i would like. Here the order of drawing:
consider using a scene A

1 Draw only in the zbuffer
2 setup a camera with mtr and draw normal and color into two render
target. Dont touch to the depth buffer
- for this step i enable the zbuffer in read only and i dont attach a
depth buffer to the camera, i want the z to be tested from the viewport
done on pass 1. It's like the zbuffer is lost between 1 and 2
3 setup a camera that will draw a quads with texture from pass 2

Is there something i would miss ?

Cheers,
Cedric


-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


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