... and solved. :) I think getting a good night's sleep helped.

My code (and the example I was basing it off of) did not set the clear mask for 
orthoCamera. Checking the source, this defaults to wiping the colour and depth 
buffer, which isn't what I wanted (depth buffer only, or no depth testing). 
Explicitly setting it immediately solved the problem. As for the destination 
clear colour bleeding through? It turns out that wasn't the case at all. The 
textureCamera clear colour and alpha values and simple sceney I was using by 
awful coincidence just happened to blend together to *appear* to match that 
colour. When I changed the colours earlier, it was before I'd set them to two 
distinct colours, so I came to the wrong conclusion. I knew the bleeding colour 
problem made no sense!

For anyone who ends up in this thread with a similar problem, my best 
suggestion I guess would be to double-check all the clears, colours, and 
dimensions of the extra cameras you are using. If the destination colour seems 
to be missing, it might be because one of the cameras is wiping it.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44084#44084





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