Hello Carsten,

>> 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?

I saw in Tutorial 24 that it is not much more than adding a ShadowViewport
and setting some stuff ...

>> 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).

Usually I would have thought that too, but the scene would not cover the
whole screen, more like 30% or so. That's why I'm asking.

>> 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.

Thats bad news. I used to act on RenderActions only, that made converting
a program from pure OpenGL into a scene graph quite simple. However, quite
some stuff (like lots of the geometry) is managed by third-party libraries
so shadows will be postponed - after all its just eye-candy in my case.

Greetings, Andi


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