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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