mBackGroundCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- mRoot->addChild(mBackGroundCamera.get());
mSceneCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
inheritanceMask = osg::CullSettings::ALL_VARIABLES;
mSceneCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
mSceneCamera->setCullingMode(osg::CullSettings::DEFAULT_CULLING);
mSceneCamera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
- mRoot->addChild(mSceneCamera.get());
+ mSceneCamera->addChild(globals->get_scenery()->get_scene_graph());
+ mSceneCamera->addChild(thesky->getCloudRoot());
stateSet = mSceneCamera->getOrCreateStateSet();
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
// relative because of CameraView being just a clever transform node
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
- mSceneCamera->addChild(lightSource);
+ mRoot->addChild(lightSource);
+
+ lightSource->addChild(mBackGroundCamera.get());
+ lightSource->addChild(mSceneCamera.get());
- lightSource->addChild(globals->get_scenery()->get_scene_graph());
- lightSource->addChild(thesky->getCloudRoot());
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);