Hi Enrico, can you try it with a current cvs version I made some changes at least it gives a nice speed improvement for occluded shadow light sources.
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 >>>>>> >>>>>> >>>>>> ---------------------------------------------------------------------- >> - >>>> -- >>>> >>>>>> Take Surveys. Earn Cash. Influence the Future of IT >>>>>> Join SourceForge.net's Techsay panel and you'll get the chance to >> share >>>>>> your >>>>>> opinions on IT & business topics through brief surveys - and earn cash >>>>>> >>>> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDE >> V >>>>>> _______________________________________________ >>>>>> Opensg-users mailing list >>>>>> [email protected] >>>>>> https://lists.sourceforge.net/lists/listinfo/opensg-users >>>>> >>>>> >>>>> ----------------------------------------------------------------------- >> - >>>> - >>>> >>>>> Take Surveys. Earn Cash. 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