Hello Carsten,

did you have the chance to investigate this issue in detail?

Beside this we have a problem with the rendering time of the current "double 
window" solution as both windows are rendered after each other.
May you can give me a hint what might be a more suitable solution?
I'll try to describe what this is used for. We have a VR system that builds on 
OpenSG. At the moment we use a PassiveWindow to render on desktop systems and a 
MultiDisplayWindow to render in VE's like CAVE. We have the requirement to add 
a second orthographic view on a seperate machine. As you know we're using 
MultiDisplayWindow to render this view beside the above named main application 
window. Rendering is called successive for the two windows.
I thought about adding an additional viewport with an ortho camera to our main 
window. This could be straight forward if we are rendering for a multidisplay 
configuration but means in case of a desktop application that have to switch 
from PassiveWindow to MultiDisplayWindow, too. Does this have any disadvantages 
or performance effects?

Thanks for help,
Michael

-------- Original-Nachricht --------
> Datum: Tue, 09 Mar 2010 21:14:01 -0600
> Von: Carsten Neumann <carsten_neum...@gmx.net>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] MultiDisplayWindow Problem (1.8)

>       Hello Michael,
> 
> Michael Raab wrote:
> > the 8 light sources form a chain. Unfortunately I don't have a debug
> version of OpenSG here. For your information I have exported my whole test
> scene to an osb file, which is attached to this mail. Hope this helps to find
> the problem. The test scene looks like this:
> > 
> [SNIP - scene graph]
> 
> > - The first node is our root
> > - Followed by all 8 light sources
> > - Below the light source comes our test object, a simple cube
> > - The last 8 transform nodes are used as light source beacons
> > 
> > If you wish I can try to copy the relevant source code parts from our
> application.
> 
> hm, I've loaded the .osb with the two of the test programs 
> (testStatisticsRender and testVRMLRender - which is not really VRML 
> specific...). Both already add a light to scene so there were complaints 
> from OpenGL about unknown enums, when GL_LIGHT0 + 8 was passed to 
> glEnable for the last (9th total) light in your scene - which is ok and 
> expected.
> A bit strange was that only one of the two programs actually complained 
> from the RenderAction, which normally already detects if there are more 
> lights than OpenGL can handle in a scene. So it seems that there is 
> possibly something wrong with the way lights are counted, but I've not 
> had a chance to investigate it yet, sorry.
> 
>       Cheers,
>               Carsten
> 
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