#include <osg/CameraNode>
#include <osg/CameraView>
#include <osg/CullFace>
-#include <osg/ClearNode>
#include <osg/Depth>
#include <osg/Fog>
#include <osg/Group>
sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
- sceneView->getCamera()->setClearMask(GL_COLOR_BUFFER_BIT);
osg::StateSet* stateSet = mRoot->getOrCreateStateSet();
mBackGroundCamera->setCullingMode(osg::CullSettings::NO_CULLING);
mBackGroundCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
- mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+ stateSet = mBackGroundCamera->getOrCreateStateSet();
+ stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
+ mSceneCamera->setClearMask(0);
inheritanceMask = osg::CullSettings::ALL_VARIABLES;
inheritanceMask &= ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE;
inheritanceMask &= ~osg::CullSettings::CULLING_MODE;
mRoot->addChild(lightSource);
lightSource->addChild(mBackGroundCamera.get());
-// lightSource->addChild(mSceneCamera.get());
- // Hmm, I would think that this should be included in the camera, but ...
- osg::ClearNode* clearNode = new osg::ClearNode;
- clearNode->addChild(mSceneCamera.get());
- clearNode->setClearMask(GL_DEPTH_BUFFER_BIT);
- lightSource->addChild(clearNode);
+ lightSource->addChild(mSceneCamera.get());
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();