Hi Carsten,

I tried to add a usleep, but the behavior didn't change, therefore, I uploaded 
a screenshot to picpaste

http://www.picpaste.com/ace364df969ce68907ae34d443b55312.jpg

The artifacts are stable, i.e. they don't change while the simulation is 
running, or lets say, some movie is playing in quicktime (i use mac os x).

I use the coordinate system of the physics engine, therefore, the ground plate 
is z = 0, and upwards in the scene is z>0, downwards is z<0. The camera is 
located higher than the walking machine, hence, i looks into negative z 
direction. if i rotate the camera towards positive z-axis, the artifacts 
disappear, and don't show up anymore. 

It happens with any shadow mode (I tried them all, with different smoothness 
parameters).

Cheers,
Keyan


On 8 Nov 2011, at 19:31, Carsten Neumann wrote:

>       Hello Keyan,
> 
> On 11/08/2011 11:51 AM, Keyan wrote:
>> shadows work fine, for one exception. When I start my application, I have 
>> artifacts, e.g. fragments of the screen saver of the last movie I watched in 
>> my application window. They disappear, and never appear again, if I rotate 
>> the camera towards the z-axis. I start my app with the camera pointing 
>> towards the negative z-axis.
> 
> that probably is the content of a FBO that is used before it is written 
> to, so you see whatever happens to be there in graphics memory. In that 
> case it should only happen on the very first frame that is rendered, do 
> you only render frames on demand (i.e. if the camera moves) or do you 
> continually render?
> 
>> if i start my application with setShadowOn(false), this behavior does not 
>> occur. Am I missing some important initialization? I copied the shadow code 
>> from the testShadowST2.cpp.
> 
> Hmm, could also be a bug in the implementation of the ShadowStage. Which 
> shadow mode do you use?
> 
>       Cheers,
>               Carsten
> 
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