Hi Enrico,

I fixed a active stereo related bug should work now.

Andreas

> Hi Andreas,
> 
> i tried your new cvs version,
> but despite I did not change my code,
> it seems that I can't get a stereo viewport anymore:
> just one eye is being drawn on the remote
> server.
> 
> I will do some more little test.
> 
> Thanks for your time,
> E.
> 
> 
>>-----Messaggio originale-----
>>Da: [EMAIL PROTECTED] [mailto:opensg-users-
>>[EMAIL PROTECTED] Per conto di Andreas Zieringer
>>Inviato: sabato 2 dicembre 2006 11.17
>>A: [email protected]
>>Oggetto: Re: [Opensg-users] R: R: R: Still on remote stereo application:
>>no right buffer
>>
>>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
>>>>>>>>
>>>>>>>>
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