Hi Enrico,

can you try it with a current cvs version I made some changes at least 
it gives a nice speed improvement for occluded shadow light sources.

Andreas

> Hi there andreas and all osg users:
> 
> After some struggling setting up scene with
> stereo, shadows and cluster alltoghether,
> I have still a little problem:
> 
> While my indoor scene seen from the inside looks correct,
> with nice smooth shadows, if I look at it from on top the 
> ceiling, I have noticed that the shadows casted from the main
> light are visible in "transparece". How is that possible?
> 
> I attach a screenshot of my scene with the point of view 
> a little higher than the ceiling. I'd expect to see a flat white 
> surface...
> 
> tahnks
> 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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