Hi,

> Awesome, thanks for the correction.  I see that my initial
> example forgot to
> actually add the model to the shadowed scene :P  But that
> wasn't the real
> problem.  The real problem was giving osgPPU the same node
> that i was using for
> shadows.  
I do not realy understand what you mean here with "giving osgPPU the same node 
as for shadows". osgPPU doesn't now anything about the graph, it does only get 
camera as input, hence use the camera color buffer texture as input. Therefor 
the camera, which is connected to the osgPPU, which can be your main camera or 
some other one, should be able to render your shadowed scene.


Cheers,
art


> After seeing what you did in your correction I
> rearranged the graph
> like this:
> 
> scene->addChild(shadowedScene);
> shadowedScene->addChild(loadedModel);
> 
> and everything worked as expected.  Now I just want to
> understand why this
> worked.  It it because osgPPU and osgShadow are no longer
> fighting to control
> the state of the single scene node?
> 
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