Hallo,

On Thu, 2013-01-24 at 14:15 +0800, Gerrit Voß wrote:
> Hello Johannes,
> 
> On Mon, 2013-01-21 at 16:03 +0100, Johannes wrote:
> > Hello Gerrit,
> > 
> > is this still on your list?
> 
> some progress, I can create some similar artefacts if I draw into the 
> frame / depth buffer before OpenSG starts rendering. I currently assume
> the entities not being seen by the shadow stage, except for values in
> the z-buffer, confuses the shadow stage. The least invasive 
> solution I can come up is to have the ShadowStage leave a correct
> Z-Buffer (which currently is not happening) and draw the additional
> elements after the OpenSG rendering finishes. This seems to get rid
> of the artefacts for my example.
> 
> Would this change in order be possible for your situation, e.g. on
> the way in through the passive windows you only clear the buffers,
> than call passiveWindow->render(); and than call the functions 
> that draw the additional elements (e.g. the box with the greenish
> floor) before swapping the buffers ?

ok I cleaned and pushed this part, if you set
ShadowStage::_sfBlitZBuffer to true the ShadowStage will leave a
filled ZBuffer behind.

kind regards
  gerrit



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