I've heard about this before. I think it's becase the shadow texture is 
generated after the scene is rendered, or something. As a workaround: 
since you know when you have changed the scene, you could always render 
twice without swapping buffers the first time.

But it ought to be fixed inside OpenSG somehow.  I'm not really sure how 
though, since the viewport doesn't know about the window (which does the 
swap after rendering the viewports).

/Marcus

Antonio Bleile wrote:
> Hi,
>
> it's now for weeks that I'm hunting a quite
> nasty bug (in OpenSG?), but I need some help.
>
> Here's a description:
>
> I'm using a ShadowMapViewport as main viewport for the geometry.
> Initially I have an empty scene. Then I add a geometry. Here's
> where the problem starts: The first rendered frame after the insertion
> is all in shadow. The next rendered frame seems to be shadowed correctly.
>
> Now I clear the scene again, render the empty scene and load a
> different object and render. Again, the first frame is corrupt.
>
> My suspicion is that there's some numeric error for the shadow
> map size calculus when there's no geometry in the scene. Could
> that be the case? But why is he using the "old" resolution anyway?
>
> I hope I can set up a simple example showing the effect tomorrow,
> but you can already think about it :-)
>
> Thank you and regards,
>
>   Antonio
>
>
>
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