Hi Michael, RenderBin arn't set up to support clearing of the frame buffer, as its the RenderStage subclass from RenderBin that add this feature. You can insert a new RenderStage into via using the osg::CameraNode working as a post rendering. See the oshud example.
I may in future allow RenderBin's to clear the frame buffer too, then RenderStage will just add the RTT support, but then even this could be argued to be part of RenderBin... Robert. On 12/20/06, Michael Platings <[EMAIL PROTECTED]> wrote:
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 ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This footnote also confirms that this email message has been swept by MIMEsweeper for the presence of computer viruses. www.mimesweeper.com ********************************************************************** _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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