In a quick check it looks to have made a difference. I will report back
if I see anything as I have a chance to use it more on the cluster.
Thanks Ken!
Burlen
Moreland, Kenneth wrote:
I can’t find anything wrong other then there must be some sort of
precision issue that is interfering with t
I can't find anything wrong other then there must be some sort of precision
issue that is interfering with the decision of when to draw a polygon that is
smaller than a pixel. I just checked in a change to IceT that prevents
shifting around the projection matrix in single-display mode. That sh
Using the dataset below I can reproduce the issue on my workstation
using 4 processes and both hardware and mesa rendering.
burlen wrote:
Ken,
Here is a dataset that I am able to reproduce with:
http://nashi-submaster.ucsd.edu/movies/PV/holes.tar.gz
run with 96 procs. Set the view to +y. If t
Ken,
Here is a dataset that I am able to reproduce with:
http://nashi-submaster.ucsd.edu/movies/PV/holes.tar.gz
run with 96 procs. Set the view to +y. If the long holes aren't
appearing in your view I found that smaller holes can show up by
rotating the plane in small increments about either t
Burlen,
Is there any possible way you can send me some data or replicate the problem
with something like the Mandelbrot source? So far I have not been able to
replicate it exactly.
-Ken
On 1/5/10 2:34 PM, "burlen" wrote:
Ken,
Some bad news, this patch didn't solve the problem, the holes re
Ken,
Some bad news, this patch didn't solve the problem, the holes returned
on my first run.
Burlen
Moreland, Kenneth wrote:
That was not intended to be a solution, but rather a diagnostic. My
guess is that there are precision errors in the rasterization when the
viewport is shifted. Could you
That was not intended to be a solution, but rather a diagnostic. My guess is
that there are precision errors in the rasterization when the viewport is
shifted. Could you restore vtkIceTRenderManager and try the attached patch to
IceT?
-Ken
On 12/10/09 12:26 PM, "burlen" wrote:
Hi Ken,
it
Hi Ken,
it seems to have solved the problems. I say that with fingers crossed, I
haven't seen holes any since your suggested changes, where before I was
seeing them quite often, popping up from time to time.
Burlen
Moreland, Kenneth wrote:
Hmm. It is possible that the “floating viewport” fea
Hmm. It is possible that the "floating viewport" feature of IceT could be
causing troubles with precision. Could you try adding
icetDisable(ICET_FLOATING_VIEWPORT);
somewhere in the vtkIceTRenderManager::UpdateIceTContext() method and see if
the problem goes away?
-Ken
On 12/7/09 10:11 AM,
Hi Ken,
For that figure you mention I turned on "surface with edges" to show the
cell size better. Sorry I can see how that could be confusing. But just
to clarify, there aren't actually any holes in the surface.
Here is another zoom in of the same area where "surface with edges" is
off and y
Burlen,
For the zoom in, you say there are no holes/lines, but in the image I see a
grid of lines. It looks like you have a bunch of little quads with spacing in
between them. Is this the case? If so, then the "hole" artifacts you see on
the bottom of the screen are probably simply aliasing
its ugly but I get a lot better performance by splitting the work up
dynamically with a small grain size. in the run shown below there are
only 16 processes but there are a whole lot of process boundaries.
I was able to reproduce it on a second system today.
these holes are pretty non-determin
Ouch. That's very distributed :-) Does the problem go away when you
decrease the number of partitions?
On Thu, Dec 3, 2009 at 10:55 AM, burlen wrote:
> I'm seeing lines where the background shows through a surface polydata of
> quads. When I zoom into the region to investigate the holes are gone.
I'm seeing lines where the background shows through a surface polydata
of quads. When I zoom into the region to investigate the holes are gone.
Moving the image around the holes appear in different places. They
depend on camera position. In this surface there are 2.5E6 quads. the
area is 10x16
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