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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