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 ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users