Hello Andreas,

Andreas Halm wrote:
> I tried to add shadow support to an OpenSG application and although I am 
> sure I did everything right, the result is a black window. That raises 
> two questions:

did you follow an example? which one?

> 1)      Why is the the window black, although a GradientBackground is 
> set? If I would see only the background, that would be understandable …

hm, is it possible that something filling the screen is attempted to 
render, but some problem with the GL state prevents it from getting 
proper shading (with shaders that happens quite often).

> 2)      My Application is actually a converted OpenGL Program, and 
> nearly all draw calls including Shader and Texture setup are native 
> OpenGL calls. Converting to OpenSG completely may not be possible as I 
> am using third-party libraries. What is the minimum requirement to get 
> the ShadowViewport working? Does the Geometry need to be in some 
> OpenSG-managed container, or Materials, or both?

generally speaking everything casting or receiving shadows has to be in 
the scene as understood by OpenSG, after all it needs to render 
everything to depth textures produce a "negative light" map and render 
the scene with this map applied. Pure OpenGL stuff has at least to be 
wrapped by the DrawFunctorCore (see Source/Contrib/DrawFunctorCore) so 
that OpenSG can request stuff to be drawn.

        Cheers,
                Carsten

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