<div dir="ltr"><div><div><div>Hi Alessandro,<br><br></div>The surprising this is that it ever worked in the first place, it was a fluke it did what you intended but the scene graph itself wasn't producing the result it I would have expected given the settings you used - the result you got is one of many random orders that could have got.<br><br></div>If you want a specific rendering order then you should explicitly set the RenderBinDetails so the OSG knows exactly what to draw when. If you just place all the objects in the default bin then they'll be state sorted - state sorting is based on StateSet pointers, so typically you'll get subgraphs created first coming first, but this isn't a hard fast rule as memory allocators can put data anywhere they like.<br><br></div>Robert.<br><div><div><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On 14 August 2015 at 23:23, Alessandro Terenzi <span dir="ltr"><<a href="mailto:a.terenzi@gmail.com" target="_blank">a.terenzi@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Using render bins makes sense but what I still do not completely understand is why the very same setup with OSG 3.2.1 worked as I expected despite of render bins and, also, since the occluder plane is taken into account to fill the depth buffer (as well as the boxes) why it is still required to explicitly set render bins? Does it make sense if they all live in the same render bin?<br>
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Thanks.<br>
Alessandro<br>
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