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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34756#34756 Attachments: http://forum.openscenegraph.org//files/osg_strange_effect_169.png _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

