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]

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http://forum.openscenegraph.org/viewtopic.php?p=71681#71681





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