Hi Sebastian, as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth ) b) use depth testing in shader - such that you manually compute depth value and compare it with attached depth texture in shader see http://olivers.posterous.com/linear-depth-in-glsl-for-real for example for hints on how depth is computed Regards Sergey _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

