Hello Michael,

mika wrote:
> But we have another problem in this context. We have a scenario that
> contains 6 lights. In single mode and in simple multidisplay (1 Window,
> several render servers) mode in works as expected. In another context where
> we use a second independent multidisplaywindow (see my previous mails) to
> render an orthogonal view in a separate window, only the first 4 lights
> work. Do you have any idea what can cause such behaviour? It seems to be
> caused by adding the second window..

do you get only 4 lights in both windows or is only the second one 
affected? Are the lights near the root of the scenegraph or in some 
branches (i.e. is it possible that lights are affected by frustum 
culling branches of the graph or a bad frustum on the orthogonal view)?
Do you use the same RenderAction instance to render both windows (maybe 
some state is not cleared between the two windows and you run out of 
OpenGL light indices?
Sorry, as you can probably see from these questions I don't have a very 
good idea what might cause this. A GL debugger (e.g. bugle or 
glIntercept) may be helpful to determine which light related OpenGL 
state is being set and in what way it differs in the error case.

        Cheers,
                Carsten

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