Hi Enrico,
just put the objects that shouldn't cast shadows under a different light
source and set the shadowIntensity to zero. Don't forget to enable local
light sources support via renderaction->setLocalLights(true)
L1 (shadowIntensity 0.5) L2 (shadowIntensity 0)
/ \ /
indoor stuff room
Andreas
> Hi Andreas,
>
> i made some more tests with my application and here is what I've been able
> to understand:
>
> If I use just the two ShadowViewports with a gradient background all runs as
> expected.
>
> If I set the background to passivebackground, it starts to behave
> unpredictably (for what I can tell the server does not clean up the
> depth/color buffers after the rendering).
>
> I am using the passive background because I am rendering an indoor scene and
> so the ceiling stuff must stay in a separate viewport to avoid it from
> casting shadows (is there a more simple way to avoid it from casting shadows
> while keeping it in the same viewport with the rest of the scene?)
>
> Thanks in advance and good W/e
> E.
>
>
>
>>-----Messaggio originale-----
>>Da: [EMAIL PROTECTED] [mailto:opensg-users-
>>[EMAIL PROTECTED] Per conto di Andreas Zieringer
>>Inviato: giovedì 16 novembre 2006 20.41
>>A: [email protected]
>>Oggetto: Re: [Opensg-users] R: Still on remote stereo application: no
>>right buffer
>>
>>Hi Enrico,
>>
>>which shadow viewport are you using the old one ShadowMapViewport or the
>>new much more advanced ShadowViewport? For the new one active and
>>passive stereo should work.
>>
>>Andreas
>>
>>
>>>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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