Hello guys,

Sorry for my late reply, I had a very busy weekend. :)
What I actually want is to traverse the whole graph 3 times. (that's why I have 
three cameras). And each time to draw a different submesh (see the nodes at the 
bottom). Each time I traverse the graph I want nothing to be cleared. I don't 
want the camera to clear anything, or render somewhere else. Or do anything 
special. I just using it because of the culling mask. All the three submeshes 
belong to the same viewport/scene.
I want this rendering order:

Camera01->osg::Group->Pass1->ClipNode->MainModel->SubmeshNode1
Camera01->osg::Group->Pass2->ClipNode->MainModel->SubmeshNode1
Camera01->osg::Group->Pass3->ClipNode->MainModel->SubmeshNode1

Camera02->osg::Group->Pass1->ClipNode->MainModel->SubmeshNode2
Camera02->osg::Group->Pass2->ClipNode->MainModel->SubmeshNode2
Camera02->osg::Group->Pass3->ClipNode->MainModel->SubmeshNode2

Camera02->osg::Group->Pass1->ClipNode->MainModel->SubmeshNode3
Camera02->osg::Group->Pass2->ClipNode->MainModel->SubmeshNode3
Camera02->osg::Group->Pass3->ClipNode->MainModel->SubmeshNode3

I also uploaded a screenshot of the "strange effect" I get. Each of the two 
balls is a different submesh. They have different depth (the bigger one is 
closer to the camera) but when you align them on the depth axis looks like the 
depth buffer does not work as it should. (But it doesn't look like the depth 
test is just disabled because in such case one of the balls should overlap the 
other completely).
Thanks for your time.

George

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=34756#34756




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