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 ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users