Hello Daniel,
simply set:
osg::Depth* depth= new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0, true);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);;
to your transparent pass/models
last parameter to depth is depth-writes.
I usually put those things to the camera if the camera is supposed to
handle all nodes below the same way. (e.g.. if there is a general shader
for the pass)
cheers
Sebastian
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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