Hi andreas,

i followed your suggestions, but very little changed.

After some time of code checking and stuff, I tried to get rid
Of the lights autodetection, preferring a good old man approach:

No more:

m_pMainShVprt->setAutoSearchForLights(true);
m_pMainShVprtR->setAutoSearchForLights(true);

but an old fashioned:

m_pMainShVprt->getLightNodes().addValue(m_pDirectionalLightNodeSceneRoot);
m_pMainShVprt->getLightNodes().addValue(m_pCeilingDirectionalLightNodeSceneR
oot);

m_pMainShVprtR->getLightNodes().addValue(m_pDirectionalLightNodeSceneRoot);
m_pMainShVprtR->getLightNodes().addValue(m_pCeilingDirectionalLightNodeScene
Root);


Now both viewports are rendering as expected.

Thanks for the hints,
E.


> -----Messaggio originale-----
> Da: [EMAIL PROTECTED] [mailto:opensg-users-
> [EMAIL PROTECTED] Per conto di Andreas Zieringer
> Inviato: martedì 28 novembre 2006 14.34
> A: [email protected]
> Oggetto: Re: [Opensg-users] R: R: R: Still on remote stereo application:
> no right buffer
> 
> Hi Enrico,
> 
> hmm there is no special trick, did you enable the local light sources in
> the cluster server renderaction? For my test scene it works fine running
> one cluster server with active stereo.
> 
> Andreas
> 
> > Hi andreas, hi all opensg users,
> >
> >     I managed to make your suggestions work. Right now I can
> > render my scene correctly on the left eye viewport.
> > (an indoor scene where the ceiling is attached to the light that
> > does not cast shadow).
> >
> > The problem is that now that I turned on also the right eye viewport,
> > to which I pass the same scene with the same settings (except for the
> > setLeftBuffer, setRightBuffer stuff) and I discovered that the main
> light
> > makes the ceiling cast shadow.
> >
> > Should I have to make something with the renderaction? My best guess is
> > that the setlocallights command applied just to the left viewport.
> >
> > Thanks for the patience,
> > E.
> >
> >
> >>-----Messaggio originale-----
> >>Da: [EMAIL PROTECTED] [mailto:opensg-users-
> >>[EMAIL PROTECTED] Per conto di Andreas Zieringer
> >>Inviato: venerdì 17 novembre 2006 18.26
> >>A: [email protected]
> >>Oggetto: Re: [Opensg-users] R: R: Still on remote stereo application: no
> >>right buffer
> >>
> >>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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