After a little debug on my application,
I narrowed the problem context:
If I disable the shadows of the viewports with

m_pMainShVprt->setShadowOn(false);
m_pMainShVprtRight->setShadowOn(false);

both the stereo buffers are drawn correctly.
If I turn on either of them the problem reappears.
Does anyone has come across this issue before?

I gave a quick look at the shadowviewport code
And from what I can tell if shadows are disabled,
The scene is rendered like the viewport was a 
simple StereoBufferViewport..

thanks 
E.


> -----Messaggio originale-----
> Da: [EMAIL PROTECTED] [mailto:opensg-users-
> [EMAIL PROTECTED] Per conto di Enrico
> Inviato: giovedì 16 novembre 2006 11.47
> A: [email protected]
> Oggetto: [Opensg-users] Still on remote stereo application: no right
> buffer
> 
> Hi openSg folks,
> 
> i managed to build the two points of my
> client server application.
> My final objective is having the client
> dispatching commands to a single server
> rendering in quad buffer stereo.
> 
> I set up the scene as usual,
> Using two shadowVieports,
> one with the left buffer enabled,
> the other with the right one enabled.
> I added the 2 viewports to the MultiDisplayWindow
> and set the glut server to do stereo,
> with a simple glutInitDisplayMode( GLUT_RGB |
> GLUT_DEPTH | GLUT_DOUBLE | GLUT_STEREO);
> 
> The problem is that the remote right buffer is not used.
> All I can see in the right channel is black (while the left
> eye flicker correctly). Are there any particular commands
> I shall issue to the remote renderAction or to the
> MultiDisplayWindow to make my applications run with
> Stereo?
> 
> Thanks a lot
> Enrico
> 
> 
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