Hi,

here we go, I could reproduce the problem using as a base the 21st tutorial
example. Just press the 'h' key twice to hide and show the large plane.
The first frame after the plane is visible again is corrupt. It seems like
as if the shadow gets corrupt each time the scene volume increases
(the problem does not appear when you hide/show the smaller plane).

You can download the example here:

http://www.seac02.it/shadowbug/21Shadows.cpp


Scrive Marcus Lindblom <[EMAIL PROTECTED]>:

> I've heard about this before. I think it's becase the shadow texture is
> generated after the scene is rendered, or something. As a workaround:
> since you know when you have changed the scene, you could always render
> twice without swapping buffers the first time.
>
> But it ought to be fixed inside OpenSG somehow.  I'm not really sure how
> though, since the viewport doesn't know about the window (which does the
> swap after rendering the viewports).

That's not an option for me. As I do AR (and thus realtime rendering),
I can't render the object twice everytime I regain tracking....

Regards,

  Toni



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