Hello Victor,

On 06/04/2014 06:19 PM, Victor Haefner wrote:
> 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;

ok, that would rule out a problem with the bounding volumes and hence 
the ShadowStage choosing poor projections for building the shadow maps. 
 From what you write below it seems more like it never runs in the first 
place...

> 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.

That's odd, one of the classes derived from ShadowTreeHandler (i.e. the 
one implementing the selected mode) should have its render function called.
Can you set a breakpoint on ShadowStage::renderEnter to check if its 
visited when the RenderAction traverses the scene?

> 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..

There are a couple of steps involved:
1) The RenderAction traverses the tree and collects things to render 
(into a RenderPartition; essentially a render pass).
2) Traversal arrives at the ShadowStage which builds a number of 
additional RenderPartitions (for rendering the shadow maps, for 
combining shadow maps into the shadow factor map, for applying the 
shadow map factor map to the scene). This process of setting up 
RenderPartitions is done by the ShadowTreeHandlers.
3) RenderPartitions are being processed (RenderPartition::execute) and 
the actual OpenGL rendering of the collected nodes happens, so here the 
various maps are being rendered and combined.

        Cheers,
                Carsten

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