Hi Igor,

The description is useful. In general the OSG just passes along projection
and view matrices directly to OpenGL.  However, by default the OSG computes
the near and far in the cull traversal on each frame and uses this to clamp
the projection matrices so that depth precision is maximized.  The problem
can arise if you are trying to match two render passes, if they have a
different depth range then z buffer test will be erroneous so you'll get
fragment clipped or not clipped.  Could this be the issue?

To disable the compute near far simple do:


viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

You can find all the settings in the include/osg/CullSettings.

Robert.
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