Hi Robert,

  Since I don't know how to debug or print message in shader code, I am not 
sure what exact value of vertex.  I guess the value of vertex is not in the 
range (0.0 to 1.0), so texture3D method cannot get correct color value by 
coordinate.  In file volume_frag.cpp,  variable texcoord is assigned from 
vertex data. If vertex data is not the 0.0f to 1.0f range, variable color (type 
vec4) will become strange value.  Even I added some codes to make sure values 
of color.x, color.y, color.z and color.w  in the range (0.0 to 1.0), it still 
cause the crash. Unless vertex is in the range (0.0 to 1.0). So far, this 
problem occurs in Intel HD Graphics 520 or above.  My old laptop is Intel HD 
Graphics 3000, but it works fine and Nvidia cards work fine too.



Regards,
Clement Chu
________________________________
From: osg-users <osg-users-boun...@lists.openscenegraph.org> on behalf of 
Robert Osfield <robert.osfi...@gmail.com>
Sent: Friday, 1 September 2017 18:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - 
Update

Hi Clement,

The numerical issue you have found causing a crash is a curious one.

The gl_Vertex isn't a normalized on any system, osgVolume::RayTracedTechnique 
does use a unit cube for it's geometry though, so the vertex data should all be 
in the 0.0f to 1.0f range.  Perhaps the intel driver/hardware combination is 
resulting in some numerical precision issue so that the values are going 
slightly outside the 0 to 1.0f range, but even if it does I wouldn't expect the 
fragment shaders to suddenly have problems.

Is there are specific line in the shader that you think is cause the crash?

FYI, osgVolume checks for the shader/volume.vert and shader/volume.frag 
filenames first then fallsback to the built in shaders that are found in the 
src/osgVolume/Shaders/volume_frag.cpp.  The shader/volume.frag can be found in 
OpenSceneGraph-Data/shader so if you have this available and it's on the 
OSG_FILE_PATH then you should be able to edit the shader files without 
recompiling the application.

Robert.

Robert.

On 1 September 2017 at 08:11, 
<clement....@csiro.au<mailto:clement....@csiro.au>> wrote:
Hi,

   Finally I found where causes the problem.  For some reasons, gl_Vertex is 
not normalized.  I looked at osg shader source code (src\osgVolume\Shaders).  
For example, in file volume_frag.cpp,

vec4 t0 = vertexPos;
vec4 te = cameraPos;

// by default te did to check the range (0 and 1), but t0 did not.
// If I added  some codes to check the range, then the problem is completed 
gone.

if (t0.x<0.0) t0.x = 0.0; if (t0.x>1.0) t0.x = 1.0;
if (t0.y<0.0) t0.y = 0.0; if (t0.y>1.0) t0.y = 1.0;
f (t0.z<0.0) t0.z = 0.0; if (t0.z>1.0) t0.z = 1.0;


I believe the problem is related to GLSL version and latest Intel HD Graphics 
driver is using higher version of GLSL, but gl_Vertex does not normalize or the 
value is just over 1 or less then 0 (eg. 1.00001).  Then it causes the crash 
when running the sampling loop.  I am not an expert on GLSL, so I would like to 
confirm the best solution to handle this problem. Thanks.


Regards,
Clement Chu

________________________________________
From: osg-users 
<osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>>
 on behalf of clement....@csiro.au <clement....@csiro.au>
Sent: Wednesday, 30 August 2017 17:31
To: 
osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>
Subject: [ExternalEmail] [osg-users] RayTracedTechnique hangs with Intel HD 
Graphics

Hi,

   My program uses RayTracedTechnique for volume rendering, but it hangs with 
Intel HD graphics 520, 530 and 620. My old laptop works fine which is using 
Intel HD Graphic 3000.  Other machines with Nvidia cards are working fine too.  
I believe the problem is on shaders in the sampling loop.  My program is using 
osg 3.2.3.  I also tried to upgrade to osg 3.4.1, but the same problem occurred 
with Intel HD Graphic 520, 530 and 620.  Do anyone have similar problem and any 
solution to fix it?  Many thanks.


Regards,
Clement Chu
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