Hi Carsten,

I got the bounding volume from the scene on the cluster server, it looks
perfect
here how I did it, hope its fine:
Vec3f min,max;
window->getPort(0)->getRoot()->getVolume().getBounds(min, max);
cout << max-min;

Then I tried to find where the shadow code is happening..
I put a breakpoint in every function in OSGShadowTreeHandler.cpp without
success.
I also tried each render function from all the other files in the same
folder without success.

Where should the magic happen? I tried to follow the render action step by
step.. but soon gave up :/ ..perhapst knowing at what point in time the
shadows are done might help, I mean if it is after the render action goes
through all the nodes once? or when entering the light node? etc..

Best regards,
Victor
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