Hi Robert,
How can I clear the depth buffer between renderbins?
 
The approach I've taken initially is to add 2 bits of geometry to the
scene root (a CameraNode), and on the second one doing:
 
_second_bit_of_geometry->getOrCreateStateSet()->setRenderBinDetails(100,
"RenderBin");
 
I also add a ClearNode to the scene root and do:

_clear_node->setClearMask(GL_DEPTH_BUFFER_BIT);
_clear_node->getOrCreateStateSet()->setRenderBinDetails(50,
"RenderBin");

 
The intention is that one set of geometry will be drawn over the other
geometry without intersecting.
However, they do intersect, and the colour buffer is never cleared!
Where am I going wrong?

Cheers,
-Michael Platings

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