Hi Sukender,

Intel drivers are known for being rather poor, so it may well just be
driver bug, I would certainly check for updated drivers.  Also get
yourself a cheap Nvidia card an pop it in the machine, you may well
get quite a different experience and will give you a sanity test.

Robert.

On Thu, Nov 6, 2008 at 4:24 PM, Sukender <[EMAIL PROTECTED]> wrote:
> Hi again Robert,
>
> I don't have any custom OpenGL code.
> Configuration : Core 2 Duo, integrated chipset (Intel 82945G), Windows XP 32 
> bits SP3.
> Driver is the "factory default" one, and I never saw such effets in any other 
> app.
> The first bug (strange lightning) has been seen on another configuration, but 
> not he last one yet (I will test ASAP and inform you).
> I'm going to try linking against OSG 2.7.4 (or maybe the wxWidget branch as I 
> already compiled half of it), but I think that won't change anything.
> The problem may not be render-bin related, but I still don't understand... 
> What a strange effect!
> Thank you for taking time for this.
>
> --
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Thu, 06 Nov 2008 16:35:17 +0100, Robert Osfield <[EMAIL PROTECTED]> a 
> écrit:
>
>> Hi Sukender,
>>
>> Strange artefacts indeed, but I still don't think they are render bin 
>> related.
>>
>> There looks to be an issue with state leakage, such as with my
>> suggestion of missing vertex attributes, or perhaps now more likely
>> given the screenshot a driver bug.
>>
>> What OS/hardware/drivers are you using?  Try other machines if you
>> have access to them.
>>
>> Do you have an custom OpenGL code that might be causing problems?
>>
>> Robert.
>>
>> On Thu, Nov 6, 2008 at 3:16 PM, Sukender <[EMAIL PROTECTED]> wrote:
>>> Hi,
>>>
>>> That becomes stranger and stranger: now that I display another exported 
>>> model, some of my objects have back face culling problems as the moment the 
>>> object is added to the scene graph. Moreover, I have a HeightField which 
>>> has inverted culling on HALF of it! I joined "before-after" screenshots to 
>>> this message.
>>> If anyone has an idea of the problem, please tell me!
>>> (I use OSG 2.7.1)
>>>
>>> --
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>>
>>>
>>> Le Thu, 06 Nov 2008 12:50:28 +0100, Sukender <[EMAIL PROTECTED]> a écrit:
>>>
>>>> Robert,
>>>>
>>>> Thank you for your answer. I've checked what you pointed. But my exported 
>>>> model:
>>>> - Has no coulour array (just a material)
>>>> - Has 196 vertex and 196 normals (so probably no missing normals)
>>>> - And has no transparency
>>>>
>>>> I really don't understand. Any idea?
>>>>
>>>> Note that I load the model using the cache 
>>>> (ReaderWriter::Options::CACHE_ALL) and that I duplicate it (in order to 
>>>> modify it without affecting the cached object) by using:
>>>>   myGroup = new osg::Group(*loadedCachedModel, 
>>>> osg::CopyOp::DEEP_COPY_OBJECTS | osg::CopyOp::DEEP_COPY_NODES);
>>>> I also tried DEEP_COPY_AL but that has no effect. Anyway, I'm not sure it 
>>>> is related to my problem...
>>>>
>>>> I seen that on top of the geodes, there are MatrixTransforms with a stange 
>>>> "StateSet { 0xba1 ON }" line (Exactly the same in each MatrixTransform), 
>>>> but removing it didn't change anything.
>>>>
>>>>
>>>> If you want, the geode data looks like:
>>>> Geode {
>>>>   UniqueID "Corps_geode"
>>>>   DataVariance DYNAMIC
>>>>   name "Corps_geode"
>>>>   cullingActive TRUE
>>>>   num_drawables 1
>>>>   Geometry {
>>>>     StateSet {
>>>>       UniqueID Corps_stateset
>>>>       DataVariance STATIC
>>>>       rendering_hint OPAQUE_BIN
>>>>       GL_BLEND OFF
>>>>       Material {
>>>>         DataVariance STATIC
>>>>         ColorMode OFF
>>>>         diffuseColor 0.300000011921 0.5 0.0 1.0
>>>>         specularColor 1.0 1.0 1.0 1
>>>>         emissionColor 0.111620302463 0.186033830047 0.0 1
>>>>         shininess 24.5960784314
>>>>       }
>>>>     }
>>>>     VertexArray 196 {...}
>>>>     NormalBinding PER_VERTEX
>>>>     NormalArray 196 {...}
>>>>     PrimitiveSets 2 {...}
>>>>   }
>>>> }
>
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