Hi,

I've tested as you suggested and there is a difference between my single 
core laptop and dual core desktop. This is what I did:

    * explicitly specified ShadowMap via -sm
    * I used yesterdays svn (had to add 2 dummy implementations in
      SceneGraphBuilder.cpp) version on Windows XP, debug mode MS Visual
      Studio 2005
    * Desktop Windows XP, driver version 6.14.11.6921 (12/5/2007),
      GeForce 7950 GX2, working fine
    * Laptop Dell Inspiron 8600 (= single core), driver version
      6.14.11.6218 (6/29/2007), osgshadow stops when "Threading model
      'CullThreadPerCameraDrawThreadPerContext' selected.". It does not
      crash or so, breaking in VS reports that "The process appears to
      be deadlocked (or is not running any user-mode code). All threads
      have been stopped"

Do you want me to test anything else? Or want any other info?

best regards
Raymond

btw my laptop did reveal another issue some time ago with the 
multi-texturing btw (ie single threaded issue), also reported on the list

Jean-Sébastien Guay wrote:
> Hello Alberto,
>
>   
>> Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP 
>> x86_64):
>>
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>> Threading model 'DrawThreadPerContext' selected.
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>> Threading model 'DrawThreadPerContext' selected.
>> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
>> Threading model 'SingleThreaded' selected.
>> Threading model 'CullDrawThreadPerContext' selected.
>>     
>
> Interesting. I'll wait to see if someone can test on Windows too.
>
> Thanks for testing,
>
> J-S
>   

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