Hi Christoph, I can combine this with a scene that uses shaders without modification. If that's not working for you I don't understand why. Using the depth buffer to block further rendering will need the GL_DEPTH_TEST to be active, did that change for your shader/fixed scene? Laurens.
On Thu, Sep 13, 2018 at 9:59 AM Christoph Dohmen <[email protected]> wrote: > Hi Laurens, > > it's working if I reduce the current drawing sources to fixed function > pipeline. But unfortunately we use several shaders. As far as I understand > the idea, I will need to access the ColorMask from within the fragment > shader, right? Any hints for that or am I totally wrong? > > Thank you! > > Cheers, > Christoph > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=74736#74736 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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