Issue with render order using MultiViewPort

I’m currently setting up a multiscreen patch, where I want some elements appear on all screens while some elements should be painted on a common canvas.

A combination of MultiViewport and MultiViewport seems to do what I want but somehow I’m running into an issue with the order the elements are rendered. I attached a simplified patch to show the problem: One of the white quads is rendered behind the red quad, the other one in front of it.

What I expected is that all white quads are painted in front of the red quad as it is painted first (first input on the Group node).

Any suggestions? (I don’t want to work with spreads of transformations to be able to do this as it would add quite a few layers of complexity to my patches. I’d also like to stick to painter’s algorithm instead of using Z buffering if possible.)

Thanks in advance
Carstor

multiviewportproblem.v4p (3.7 kB)

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multiviewportproblem 1.v4p (8.3 kB)