I fixed the problem, attaching a depth buffer and using the same camera
for pass 1 and pass 2 and 

Thank you for your help

On Tue, 2010-04-27 at 11:14 +0200, Cedric Pinson wrote:
> On Mon, 2010-04-26 at 18:45 -0600, Paul Martz wrote:
> > Cedric Pinson wrote:
> > > 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
> > 
> > You said you DON'T attach the depth buffer to the camera in step 2? I 
> > believe 
> > you need to attach it for the z test. Leave the depth test enabled with the 
> > same 
> > depth function, but set the depth write mask to false. Then it will test 
> > against 
> > the depth buffer.
> 
> In fact i thought that pass 1 that write to the frame buffer (depth)
> would automatically used in pass 2 if i dont attach a buffer to the
> camera. I tried to attach in pass 2:
> 
> camera->attach(osg::Camera::BufferComponent(osg::Camera::DEPTH_BUFFER),
> GL_DEPTH_COMPONENT);
> 
> Do i need to use a texture for pass1 and reuse it for pass 2 in order it
> fit ?
> 
> Thank you for your help
> 
> Cheers,
> Cedric
> 
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-- 
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+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net

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