... 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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

