Hi Sebastian, So I screwed up on both the color clearing and the depth writing, I tried to disable both is follows. On the cameras:
Code: //Disable depth buffer writing osg::ref_ptr<osg::Depth> depth = new osg::Depth(osg::Depth::LESS,0,1,false); camera->getOrCreateStateSet()->setAttribute(depth); //Disable writing to color buffer GLbitfield mask = 0; camera->setClearMask(mask); The result was that (as expected) the geometry became extremely bright within a few frames (as I had forgotten to clear the output texture in between frames), but unexpectedly still from only a single light source. After I had fixed the texture clearing in between frames the result was the same as before: Only the result of a single lighting pass is visible. I verified that this is the LAST pass, so it seems like the results of previous passes are overwritten instead of blended? The reason I am using multiple passes is because I want to support an arbitrary (run time determined) number of light sources. Hence I can not just load a bunch of light sources into the uniforms of a single shader. If you have any other ideas of why my problems persist (or if I messed up with disabling color clearing/depth writing) please let me know! Thank you! Cheers, antiro[/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71681#71681 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

