Hi Enrico,

looks like a limitation of the algorithm right now the advantage is that 
the shadows work with all kind of materials also your own shaders but in 
your case the compositing fails. Perhaps I can fix this with some 
occlusion queries I will try this tomorrow. Another thing I would like 
to see is a special mode where the ShadowViewport just creates the 
shadow maps so you could write your own shaders and are free to do 
whatever you want.

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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