Hi, I recently fixed a problem I was having with a missing depth buffer which was causing strange occlusion effects but it seems it only works for my local display using an Nvidia driver, when I run the application with Mesa it goes back to looking like there's no depth testing.
I've run the application with MESA_DEBUG and the only error I see is GL_INVALID_ENUM in glDrawElements(mode=7), which I suspect is unrelated. It also complained about the 3 argument setAttributeAndModes which I added when trying to fix the initial depth test issue but I think is redundant so I just removed it. state->setTextureMode(texnum, GL_DEPTH_TEST, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); When I built OSG for my local display I set OPENGL_PROFILE to "GL3" and I built OSG for Mesa the same way, should I be using something different for Mesa? $ glxinfo | grep Mesa client glx vendor string: Mesa Project and SGI OpenGL core profile version string: 3.3 (Core Profile) Mesa 19.1.4 OpenGL version string: 3.1 Mesa 19.1.4 OpenGL ES profile version string: OpenGL ES 3.0 Mesa 19.1.4 Cheers,
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