Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Clement.Chu
Hi,

This is two different problems.  The length method problem is fixed since 
osg 3.2.3.  See this post http://forum.openscenegraph.org/viewtopic.php?t=15148 
for the details.

Recently, I found the problem is related to Intel graphic driver.  Specify 
on latest Intel graphic cards.  My work laptop is dell and there is no problem 
on old Intel graphic card.  Since I changed to new dell laptop with latest 
Intel graphic card, I found the problem is on gl_Vertex which value is not 
normalised and causes the crash on sampling loop.  So far I tested 5 different 
laptops with different Intel graphic cards.  Only Intel graphic card with 3 
digit version number will cause the problem (old Intel card is using 4 digit 
for version).

Regards,
Clement Chu


From: osg-users <osg-users-boun...@lists.openscenegraph.org> on behalf of 
Julien Valentin <julienvalenti...@gmail.com>
Sent: Sunday, 3 September 2017 04:00
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics -  
Update

Hi,
it surely is the duplicate of
http://forum.openscenegraph.org/viewtopic.php?t=14304
I thought this issue was fixed since all this time
The hack i use is there
curious bug indeed, and so curious solution too
@robert
Perhaps it may be merged into master...your call...

cheers


Clement 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. 1.1).  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 <> on behalf of  <>
> Sent: Wednesday, 30 August 2017 17:31
> To:
> Subject: [ExternalEmail]  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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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
Hi,
it surely is the duplicate of
http://forum.openscenegraph.org/viewtopic.php?t=14304 
I thought this issue was fixed since all this time
The hack i use is there
curious bug indeed, and so curious solution too
@robert
Perhaps it may be merged into master...your call...

cheers


Clement 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. 1.1).  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 <> on behalf of  <>
> Sent: Wednesday, 30 August 2017 17:31
> To: 
> Subject: [ExternalEmail]  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
> ___
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
Hi,
it surely is the duplicate of
http://forum.openscenegraph.org/viewtopic.php?t=14304 
I thought this issue was fixed since all this time
The hack i use is there
curious bug indeed, and so curious solution too
@robert
Perhaps it may be merged into master...your call...

cheers


Clement 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. 1.1).  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 <> on behalf of  <>
> Sent: Wednesday, 30 August 2017 17:31
> To: 
> Subject: [ExternalEmail]  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
> ___
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
http://forum.openscenegraph.org/viewtopic.php?t=14304 


Clement 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. 1.1).  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 <> on behalf of  <>
> Sent: Wednesday, 30 August 2017 17:31
> To: 
> Subject: [ExternalEmail]  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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> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Robert Osfield
HI Clement,

On 1 September 2017 at 10:26,  wrote:

>   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.
>

Debugging shaders is *really* hard because you just can't put in break
points, print out values, do any of the normal debugging approaches we take
for granted on the desktop.  So it's a case of think of idea what might be
wrong, adapt the shaders to test that, run them app and just and make sense
of the results.

The fact that shaders can be loaded and compiled at runtime helps reduce
the time takes to see changes so this can help a bit, for yourself I would
certainly recommend copying the volume.vert and volume.frag shaders from
OpenSceneGraph-Data, put  them on your path as use in testing.

Another thing that might help if you are having to put "workaround" code in
just for a certain hardware vendor then the vendor string and #pragma(tic)
shader composition might be of help.  I use this facility to detect and
provide a workaround for an NVidia issue - look at how NVIDIA_Corporation
is used in the shaders.  The osg::State object checks the GL_VENDOR string
at runtime and sets a #define with this value that you can then reference
using #pragma import_defines(..).

I don't know what the string will be for Intel.  Run an OSG application
with the OSG_NOTIFY_LEVEL set to INFO and search the console output for a
"GL_VENDOR = " entry.  You can they use this in the shader mods.

--

On the specific issue of the vertex value clamping, RayTracedTechnique
creates a box with dimensons of 0,0,0 to 1,1,1 so there shouldn't be any
values outside this being passed to the vertex shader. However, the
CPU->driver->GPU might be changing the precision enough that you are
getting values outside this range.  I find it odd that the shaders would be
sensitive to such small precision issues though.

Robert.
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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Clement.Chu
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. 1.1).  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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Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Robert Osfield
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,  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. 1.1).  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  on behalf of
> clement@csiro.au 
> Sent: Wednesday, 30 August 2017 17:31
> To: 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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[osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-01 Thread Clement.Chu
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. 1.1).  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  on behalf of 
clement@csiro.au 
Sent: Wednesday, 30 August 2017 17:31
To: 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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