Lets put it this way round: my pre-render camera has a depth and a color buffer. My geometry has a vertex and fragment shader that fades the geometry using alpha. I have the desired result in my color buffer but my depth buffer remains empty. How can I force geometry to always write depth, no matter the alpha? Is there a difference in putting the blending and alpha funcs in the geometry stateset or putting it in the camera stateset?
Thanks for help Daniel
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