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
> >>>>>>
> >>>>>>
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