camera->setProjectionMatrix(projectionMatrix);
camera->setCullMask(camera->getCullMask()
| simgear::BACKGROUND_BIT);
- camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
farCamera->setNodeMask(0);
} else {
Matrix nearProj, farProj;