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
>
>
>
>
>
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