i’ve drawn a dice on a floor (both normal rendered with opengl)
then i’ve rendered another dice (which i’m using as a boundary box of a volume) in a pixel buffer object. after that i’ve rendered the pbo onto a texture which is as big as the screen and blended it onto the other scene with an orthographic projection to ensure, that the texture is always facing the camera.
but how can i now do the depth testing? the pbo-texture is always visible. even when i’m rotating the camera to show the scene from under the floor the volume is shinen through the floor according to the blendfunc.
(because its ortographic and so it has no depth value) or?