I'm happy to report that this was a silly error on my part, depth testing is working fine with vnc and Mesa.
Cheers, On Thu, 2020-09-17 at 01:46 +0000, OpenSceneGraph Users wrote: 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, _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.16570.1600660819.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org.
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