Hi again Robert,

I confirm that the strange behavior still exist while compiling against the rev 
9119 (branch osgWidget-dev).

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 
 
Le Thu, 06 Nov 2008 17:28:53 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit:
 
> 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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