Hi all,
 
I have still the following open issues:
 
1.) SkyBackground:
In OpenSG1.8 we were using the SkyBackground beacon to rotate it to our native coordinates. With OpenSG2 all our skybackground seem to miss that transformation. Playing around with the transformation value seems to have no effect at all. Maybe there's something missing?!
 
 
2.) Shadows:
I can see 2 possibilities to use shadows in OpenSG2: ShadowEngines and ShadowStages. What is the recommended way to create shadows? I'm asking as the supported modes differ (Standard/Trapezoidal vs. Perspective/PCF/PCSS/Dither/..).
 
 
3.) Shaders
We have the problem that in some cases uniform values are not initialized. Here's an example:
 
shlChunk->setVertexProgram(vertexProgram.str());
 shlChunk->setFragmentProgram(fragmentProgram.str());
 
//add chunks to chunk material
    chunkMaterial->addChunk(shlChunk);
    commitChanges();
 
    //add shader parameters
    shlChunk->addUniformVariable("gDiffuseFactor", 0.5f);
    commitChanges();
 
After that the shader code seems to be transferred and compiled correctly but the uniform value isn't. If I call updateUniformVariable a frame later, the value gets transmitted and shader results look as expected.
 
Ideas on that?
 
Regards,
Michael 
 
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