Hello Carsten and All,
Sorry for spamming the OpenSG mailing list :)
I managed to make the QuadTreeTerrain rendering work inside my application.
I changed the light position calculation inside the vertex shader. Now it
is:

"    vec3 LightPosition = gl_LightSource[0].position.xyz -
vec3(gl_ModelViewMatrix * gl_Vertex);\n"

I'm not a shader expert, but to me now it seems to work...
If it's ok for you, can you commit this line, along with the modification
you did in the other patch?

Thank you again,
Christian Bar



On Fri, Jul 25, 2014 at 5:21 PM, Christian Bar <ch....@tiscali.it> wrote:

> Hello Carsten!
> Thank you again for your support.
> Regarding the clustering problem, I solved it by using the
> commitChangesAndClear().
> The lost changes that were made during the render() were probably used by
> the new render iteration; committing changes before clearing was sufficient
> :)
> Regarding the lighting problem, it does not reproduce in the test
> program...
> IMHO it seemed better before, even if it was wrong (the terrain went
> progressively darker as the camera moved away from the terrain)...
> As you desumed, the problem regards the applied shader, but I do not know
> if the problem lies in the shader code or in the generated normal map (IMHO
> the shader code, probably...)
>
> Christian Bar
>
>
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