Hi Antonio,

many thanks for the bug hunting I will look into the shadow code on Friday.

Andreas

> Hi,
> 
> 
> I think I found the bug....
> If you take a look at the "updateLights" method you'll notice that
> the camera used to render the shadow map uses the volume of the root scene.
> The volume was apparently not yet updated (because not yet rendered!), so
> the volume is the one of the previous frame. Calling updateVolume right before
> getVolume solved the problem. I have no cvs access, so somebody has to fix it
> in the various viewports :)
> 
> Regards,
> 
>   Toni
> 
> 
> Scrive Antonio Bleile <[EMAIL PROTECTED]>:
> 
> 
>>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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> 
> 
> 
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