Hi,
how do you set the clearmask of the cameras?
jp
On 13/12/10 11:43, George Bekos wrote:
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
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http://forum.openscenegraph.org//files/osg_strange_effect_169.png
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