In order to do shadow mapping, I have to enable depth comparisons. 
Since depth comparison OpenGL state is not wrapped by OpenSG, I have
to use glTexParameteri to set it up the same way it is set up in
ShadowMapViewport.  (I'm not using ShadowMapViewport because I need
more flexibility, such as the ability to assign my shadow maps to
shaders.)

mTexture->activate((DrawActionBase *)gSimpleSceneManager->getAction(), 0);

gives me a core dump because of the first line of TextureChunk::activate:

Window *win = action->getWindow();

assigns 0 to win.

I try running this code after my window is opened, but before the
first frame is rendered.  Is there some additional set up that I need
to do to make this work?  I can't think of anything I'm missing.
-- 
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com  |  www.infiscape.com  |  www.vrsource.org


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