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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> 
> 
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