I have moved this posted from vsg-users to osg-users as this is the correct
forum for OSG support.
In the OSG to do multi-pass effect that require clearing of the
depth/color/stencil buffers you use an osg::Camera. The osghud example has
a code path that illustrates the use of osg::Camera to clear the depth
buffer only. The part that controls the clearing is the line:
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
For you needs you'd use the GL_STENCIL_BUFFER_BIT.
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