Hi Andreas, i tried your new cvs version, but despite I did not change my code, it seems that I can't get a stereo viewport anymore: just one eye is being drawn on the remote server.
I will do some more little test. Thanks for your time, E. > -----Messaggio originale----- > Da: [EMAIL PROTECTED] [mailto:opensg-users- > [EMAIL PROTECTED] Per conto di Andreas Zieringer > Inviato: sabato 2 dicembre 2006 11.17 > A: [email protected] > Oggetto: Re: [Opensg-users] R: R: R: Still on remote stereo application: > no right buffer > > 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 > >>>>>> > >>>>>> > >>>>>> ------------------------------------------------------------------- > --- > >> - > >>>> -- > >>>> > >>>>>> Take Surveys. Earn Cash. 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