Hi Gerrit,

some background: when running vrjuggler apps a 
PassiveWindow/PassiveViewport are used it seems juggler always activates 
the scissor test. This confuses OpenSG somewhat (i.e. it does not know 
about the test being on) and currently limits my shadow maps to window 
resolution. Part of the fix is to have PassiveViewport::isFullWindow() 
always return false, but that is not enough, because in 
RenderAction::drawBuffer, partition 0 has setupExecution() called before 
the "child partitions" are rendered which breaks the shadow maps -- 
there is a glPushAttrib(GL_VIEWPORT_BIT) in there, I could add 
GL_SCISSOR_BIT, but it is annotated with Quick fix, need to check GV. 
Can you give me a hint what I should look at specifically, e.g. what use 
cases require the partition 0 setup early?

More generally: while trying to figure this out, I've noticed that the 
viewport is not present in the partitions and they explicitly carry size 
information around. What is the reason for this - or why can't the 
Partition/DrawEnv have a Viewport *? Or was the idea to roll the 
functionality of Viewport::activate into preRenderCallbacks on the 
Partition? Can you point me in the right direction this is meant to go?

        Thanks,
                Carsten

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