Hi, search the forum last month for my discussion w/ Don on osgEphemeris artifacts on my ATI Mobility 9600. I attached some screen grabs in http://openscenegraph.net/pipermail/osg-users/2006-May/064422.html the stars were black.
I would suggest testing your code on a system with a different GPU before you decide there are problems with your or OSG code. Do you have the latest ATI driver? There's also a recent ATI hotfix driver that's not in wide distribution, Chris Hanson posted urls in the forum; it reputedly fixed some shader problems. -- mew Andrew Weitz wrote: > Mike, > > I am definitely seeing a rendering problem with user-defined clip > planes. It's actually dependent on the radius of my EphemerisModel. If > I set the sky dome radius to the default value (distance from earth to > moon) and set the far plane past the radius, I get random black polygons > appearing on my screen when I move around. However, if I set the sky > dome radius to a smaller value (like 10000) and then set the far plane > past that, I don't get any of the weird rendering artifacts. Is this > what you were seeing? > > I'm still not happy with my solution to this problem. Ideally, I want > to set my far plane to a value smaller than the radius of the sky dome. > However, I cannot find a good way to do this. Hopefully Don will be > able to provide a solution when he returns. > > Andrew > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen > Sent: Thursday, June 08, 2006 11:21 PM > To: osg users > Subject: Re: [osg-users] osgEphemeris Culling > > Hi, > I see you have an ATI card. If you crank up the OSG notify level to > INFO, do > you see any messages about difficulties building the GLSL shaders? My > own ATI > Mobility 9600 apparently has trouble with the user clip planes in > osgEphemeris' > shaders, which messes up the rendering. > just a thought > -- mew > > > Andrew Weitz wrote: > >>Thank you for the code David. Unfortunately, I was not able to get it >>working. It just turned my whole screen black. All the models were >>there, I just couldn't see them. >> >> >> >>What I ended up doing was setting my far clipping plane past the > > extents > >>of the EphemerisModel. I am not very happy with the solution, but it >>seems to work because 99% of the objects in my scene are PagedLODs. >>Since I can control the loading/unloading of the PagedLODs via the >>setRange() function, my scene does not get cluttered even with a very >>far clipping plane. >> >> >> >>Andrew >> >> >> >> > > ------------------------------------------------------------------------ > >>*From:* [EMAIL PROTECTED] >>[mailto:[EMAIL PROTECTED] *On Behalf Of *David > > Spilling > >>*Sent:* Thursday, June 08, 2006 6:08 AM >>*To:* osg users >>*Subject:* Re: [osg-users] osgEphemeris Culling >> >> >> >>Andrew, >> >>Class attached. I don't use osgEphemeris (yet) so don't know exactly > > how > >>this might interact with it. My graph from bottom to top looks like : >> >>Sphere - DepthFunction(always), depthRange(1.0,1.0), Sky texture map, >>fog and lighting off >> | >>MoveEarthySkyTransform (or similar type thing which is probably > > already > >>in osgEphemeris) >> | >>ExtentsCamera >> | >>Rest of scene >> >>I also do >> extentsCamera->setRenderOrder(osg::CameraNode::PRE_RENDER); >> >> > > extentsCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFF > ER); > > extentsCamera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); > >>and put a ClearNode with RequiresClear(false) off the root node to >>prevent the "main renderbin" from clearing the screen again. >> >>to place the sky first. Unfortunately I think this means pixel > > overdraw > >>(you're drawing the sky behind objects) which is bad if you have >>expensive atmosphere shaders, but I didn't find anyway around this. >> >>Hope that's useful. >> >>David >> _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
