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

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