<div dir="ltr"><div><div><br>Okay, so you are modifying depth testing by attaching an osg::Depth object to the stateset... which OSG maps to glDepthFunc() glDepthRange() OpenGL API calls.<br><br></div>As you are not modifying gl_FragDepth and not using any fragment discard, the early Z testing would still apply before entering the fragment shader.<br><br>But I am not an expert with this, so I will leave it to other people to jump in with possible explanations for any mismatch between fixed function and shader pipeline that you are seeing.<br><br>Christian<br></div><br></div><div class="gmail_extra"><br><div class="gmail_quote">2017-07-14 14:37 GMT+02:00 Yanwei Guo <span dir="ltr"><<a href="mailto:expectances@sina.com" target="_blank">expectances@sina.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi,<br>
The code is in the attachment.<br>
And the shader files are at end of the code.<br>
<br>
TIA.<br>
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