Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,


Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
  

Did you change the vbo lines in the PrecipitationEffect.cpp?

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.
  

Sure, will do it right away.

Talk to you later,
Raymond


Robert.

  

Hi,

I am diving deep into the precipitation and trying out things (osg 2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to disable
the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the attached models
+ image):
- non-textured: box rendered ok, no precip at all although it seems to be
rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all (seems like
large polygons or so)

So the general question is: should I be able to disable vbo at all times? I
expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where, although
I spent many hours on this.

Thanks a lot
Raymond


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Raymond,

Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.

Robert.

 Hi,

 I am diving deep into the precipitation and trying out things (osg 2.4.0,
 win xp, MS Visual Studio 2005 SP1). One of the things I did is to disable
 the usage of vbos, in lines 480, 487 and 494:
   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

 When I do so, the precip is not drawn properly at all anymore, and it
 depends if a load a textured or non-textured object (see the attached models
 + image):
 - non-textured: box rendered ok, no precip at all although it seems to be
 rendered judging from the performance
 - textured: box rendered ok, precip is rendered not right at all (seems like
 large polygons or so)

 So the general question is: should I be able to disable vbo at all times? I
 expected this would be possible (resulting in a performance penalty of
 course). If so, there is an issue somewhere... I don't know where, although
 I spent many hours on this.

 Thanks a lot
 Raymond


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,

I just tried it with the svn version and the effect is the same as with 
2.4.0, so still wrong. In order to do this I changed the lines 481, 488 
and into:

   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

Can you please test with these changed lines?

Thanks
Raymond

btw fyi: I still used the older 3rd party libs, not the most recent 
ones, but that shouldn't harm I guess
btw I could not find a way to grab the fullscreen viewer, windows won't 
let me, and the --viewer option does not work


Raymond de Vries wrote:

Hi Robert,


Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
  

Did you change the vbo lines in the PrecipitationEffect.cpp?

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.
  

Sure, will do it right away.

Talk to you later,
Raymond


Robert.

 

Hi,

I am diving deep into the precipitation and trying out things (osg 
2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to 
disable

the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the 
attached models

+ image):
- non-textured: box rendered ok, no precip at all although it seems 
to be

rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all 
(seems like

large polygons or so)

So the general question is: should I be able to disable vbo at all 
times? I

expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where, 
although

I spent many hours on this.

Thanks a lot
Raymond


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
Hi Raymond,

I've just made your suggestion change, and it does break things on my
machine as well.

But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays.   Note the custom
PrecipitationDrawable that manages the actual rendering.

It's not at all a conventional bit of scene graph, and I'm kinda
perplexed why you'd want to go around changing the insides of such an
implementation.  The code is designed to use VBO's for a reason -
performance and flexibility, with was never meant to be used with
display lists as this breaks the whole way the implementation
functions.

Robert.

On Wed, May 28, 2008 at 1:05 PM, Raymond de Vries [EMAIL PROTECTED] wrote:
 Hi Robert,

 I just tried it with the svn version and the effect is the same as with
 2.4.0, so still wrong. In order to do this I changed the lines 481, 488 and
 into:
   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

 Can you please test with these changed lines?

 Thanks
 Raymond

 btw fyi: I still used the older 3rd party libs, not the most recent ones,
 but that shouldn't harm I guess
 btw I could not find a way to grab the fullscreen viewer, windows won't let
 me, and the --viewer option does not work

 Raymond de Vries wrote:

 Hi Robert,

 Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

 Work just fine for me, with SVN version of the OSG.  Note, there has
 been a shader related bug fix to GLObjectVistor that may well have a
 baring on this issue.


 Did you change the vbo lines in the PrecipitationEffect.cpp?

 As for VBO/non VBO on objects in the scene, this should have
 absolutely no effect on the precipitation, suggesting either a bug on
 the OSG side or a driver bug.  Could you try out the SVN version of
 the OSG to see if this fixes things.


 Sure, will do it right away.

 Talk to you later,
 Raymond

 Robert.



 Hi,

 I am diving deep into the precipitation and trying out things (osg
 2.4.0,
 win xp, MS Visual Studio 2005 SP1). One of the things I did is to
 disable
 the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

 When I do so, the precip is not drawn properly at all anymore, and it
 depends if a load a textured or non-textured object (see the attached
 models
 + image):
 - non-textured: box rendered ok, no precip at all although it seems to
 be
 rendered judging from the performance
 - textured: box rendered ok, precip is rendered not right at all (seems
 like
 large polygons or so)

 So the general question is: should I be able to disable vbo at all
 times? I
 expected this would be possible (resulting in a performance penalty of
 course). If so, there is an issue somewhere... I don't know where,
 although
 I spent many hours on this.

 Thanks a lot
 Raymond


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,

I totally understand what you are saying. In fact, I do not want to turn 
this off, I was trying out a lot of things since I've got a bug here in 
a class which is a simplified precip. In this class I did not enable 
vbos and worked fine until I enabled vbo. So that's why I came up with 
my generic question whether or not I can disable the usage of vbo.


I will dig further, thanks for now.

best regards
Raymond




Robert Osfield wrote:

Hi Raymond,

I've just made your suggestion change, and it does break things on my
machine as well.

But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays.   Note the custom
PrecipitationDrawable that manages the actual rendering.

It's not at all a conventional bit of scene graph, and I'm kinda
perplexed why you'd want to go around changing the insides of such an
implementation.  The code is designed to use VBO's for a reason -
performance and flexibility, with was never meant to be used with
display lists as this breaks the whole way the implementation
functions.

Robert.

On Wed, May 28, 2008 at 1:05 PM, Raymond de Vries [EMAIL PROTECTED] wrote:
  

Hi Robert,

I just tried it with the svn version and the effect is the same as with
2.4.0, so still wrong. In order to do this I changed the lines 481, 488 and
into:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

Can you please test with these changed lines?

Thanks
Raymond

btw fyi: I still used the older 3rd party libs, not the most recent ones,
but that shouldn't harm I guess
btw I could not find a way to grab the fullscreen viewer, windows won't let
me, and the --viewer option does not work

Raymond de Vries wrote:


Hi Robert,

  

Both:

 osgprecipitation textured_box.osg
 osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.



Did you change the vbo lines in the PrecipitationEffect.cpp?
  

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.



Sure, will do it right away.

Talk to you later,
Raymond

  

Robert.




Hi,

I am diving deep into the precipitation and trying out things (osg
2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to
disable
the usage of vbos, in lines 480, 487 and 494:
 _quadGeometry-setUseVertexBufferObjects(false);
 _lineGeometry-setUseVertexBufferObjects(false);
 _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the attached
models
+ image):
- non-textured: box rendered ok, no precip at all although it seems to
be
rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all (seems
like
large polygons or so)

So the general question is: should I be able to disable vbo at all
times? I
expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where,
although
I spent many hours on this.

Thanks a lot
Raymond


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