Hi Kim, I have same problem with samplerRect before when I wanted to try osgMovie example as you suggested to Robert. And I tried to use sampler2d instead of and was solved. And as this problem, osgWidget's Widget class texture operation was only supported with TextureRectange and I have implemented Texture2D to show my movie on it by myself.
I think my GPU's main one problem is TextureRectangle implementation. Regards. 2009/6/18 Ümit Uzun <umituzu...@gmail.com> > Hi Kim, > > Thanks you so much. But prompted screen wants username and password from > me? > > Regards. > > 2009/6/18 Kim C Bale <k.b...@hull.ac.uk> > > Hi Umit, >> >> >> >> I’ve just applied a patch that should solve the samplerRect issue for you, >> I think I was being too hasty to blame your graphics drivers. >> >> >> >> Update your code from: >> >> >> >> *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/* >> >> >> >> >> >> >> >> Regards, >> >> >> >> Kim. >> >> >> >> *From:* osg-users-boun...@lists.openscenegraph.org [mailto: >> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun >> *Sent:* 18 June 2009 07:35 >> >> *To:* OpenSceneGraph Users >> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released >> >> >> >> Hi Kim and JS; >> >> Thanks for suggestion. I have tried again and as you said I really need >> new version GPU. This is only solution which will resolve kind of these >> problems. >> >> Regards. >> >> 2009/6/17 Kim C Bale <k.b...@hull.ac.uk> >> >> Martins, J-S, >> >> >> >Here you go. If you zoom in to 400% or so you can see 3 pixels >> near the horizon that are really dark. They flicker during the >> simulation, sometimes individual pixels, other times it looks like >> larger groups. >> >> Yep it's a bug in the library. Looks like a polygon break to me, possibly >> a corner piece. I must have been trying to ignore it as it's a nightmare to >> debug that bit of code. I'll log it, but it could take a while to find that >> blighter. >> >> >> >If you disable godrays, silt and dof (basically disable all underwater >> effects) then go underwater, you'll see a black like at the horizon. it >> looks like fog is not being applied for a line of pixels at the horizon. >> >> I think this is a fogging issue, the wave tops are probably going over the >> fog line and exposing unfogged geometry. Shouldn't be too bad that one. >> >> Cheers all. >> >> >> Kim. >> >> >> >> ________________________________ >> >> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins >> Innus >> >> Sent: Wed 17/06/2009 19:35 >> >> To: OpenSceneGraph Users >> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released >> >> >> >> Kim, >> >> Here you go. If you zoom in to 400% or so you can see 3 pixels >> near the horizon that are really dark. They flicker during the >> simulation, sometimes individual pixels, other times it looks like >> larger groups. >> >> Sorry if this comes through twice, looks like the first one was too >> big >> for the list. >> >> Martins >> >> >> Kim C Bale wrote: >> > Hi Martins, >> > >> >> It now works at any resolution in 32 bit color, but with some >> > "shimmering" black pixels where the sky meets the ocean. Kind of like >> > you get if you had a bad DVI cable going to your monitor. >> > >> > Could you post a screen shot of that? Does sound a like it could be a >> bug in the rendering rather than a driver issue. >> > >> >> At 16 bit color, I can get it to work if I toggle off "glare". I still >> > get the FBO setup errors, but it seems to look ok, and the out of memory >> > errors are gone. >> > >> > I've jumped to conclusion on that one. I just tested that on mine and >> get the same >> > >> > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> > >> > errors as yourself. I'll look into it. >> > >> > Cheers chap, >> > >> > Kim. >> > >> > >> > >> > ________________________________ >> > >> > From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins >> Innus >> > Sent: Wed 17/06/2009 17:56 >> > To: OpenSceneGraph Users >> > Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released >> > >> > >> > >> > Kim, >> > OK, I upgraded the driver to the latest version (185.85) and >> have made >> > some progress. >> > >> > It now works at any resolution in 32 bit color, but with some >> > "shimmering" black pixels where the sky meets the ocean. Kind of like >> > you get if you had a bad DVI cable going to your monitor. >> > >> > At 16 bit color, I can get it to work if I toggle off "glare". >> I still >> > get the FBO setup errors, but it seems to look ok, and the out of memory >> > errors are gone. >> > >> > So I guess I'll chalk it up to drivers, I'll keep checking for >> newer >> > ones. Thanks for the suggestions. >> > >> > Martins >> > >> > Kim C Bale wrote: >> >> Hi Martins, >> >> >> >> Sorry, little hasty with the send button there. >> >> >> >> This is an odd one, I don't understand why changing your screen >> resolution would affect the program, so, I *suspect* this is a driver >> problem. >> >> >> >> I had similar problems just a week ago with osgOcean when I updated to >> the latest set of drivers for my 8800GTS 512, and it was giving me the 'out >> of memory' errors you've got. Rolling back my drivers solved it. >> >> >> >> Perhaps J-S has some ideas on this one. >> >> >> >> In the mean time you should be able to disable all the effects that use >> FBOs with the following keys. >> >> >> >> r - reflections >> >> R - refractions >> >> o - depth of field >> >> g - glare >> >> G - godrays >> >> >> >> Regards, >> >> >> >> Kim. >> >> >> >> ________________________________ >> >> >> >> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins >> Innus >> >> Sent: Wed 17/06/2009 15:16 >> >> To: OpenSceneGraph Users >> >> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released >> >> >> >> >> >> >> >> Hi, >> >> I'm having trouble getting this to run. >> >> >> >> Machine Specs: >> >> >> >> Windows XP >> >> Visual Studio 2003 >> >> NVIDIA Quadro FX 1600M >> >> OSG 2.8.1 >> >> >> >> Compiled osgOcean with FFTSS and it builds fine. >> >> >> >> With my display set to 1920x1200 at 16 bit color I get the following: >> >> >> >> E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe >> >> Building scene... >> >> . Loading cubemaps: 0.212617s >> >> . Generating ocean surface: 2.43048e-005s >> >> . Creating ocean scene: 0.000286629s >> >> . Loading islands: 0.0594939s >> >> . Setting up lighting: 2.26286e-005s >> >> complete. >> >> Time Taken: 0.274954s >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> >> >> and just a blank screen shows up. >> >> >> >> >> >> >> >> If I change to 32 bit color at the same resolution, I get a couple >> >> frames that show up properly, then the window goes blank with the >> >> following printed to the console: >> >> >> >> Building scene... >> >> . Loading cubemaps: 0.213689s >> >> . Generating ocean surface: 1.89968e-005s >> >> . Creating ocean scene: 0.000278248s >> >> . Loading islands: 0.0593453s >> >> . Setting up lighting: 1.73206e-005s >> >> complete. >> >> Time Taken: 0.276148s >> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd >> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) >> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) >> >> RenderStage::drawInner(,) FBO status= 0x8cd5 >> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) >> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) >> >> RenderStage::drawInner(,) FBO status= 0x8cd5 >> >> >> >> >> >> >> >> >> >> It works fine if I run at 1024x768. >> >> >> >> Is this likely a driver problem, or is there something I can tweak in >> >> the FBO setup? I'm not familiar with their use at all. >> >> >> >> Thanks >> >> >> >> Martins >> >> >> >> >> >> ***************************************************************************************** >> To view the terms under which this email is distributed, please go to >> http://www.hull.ac.uk/legal/email_disclaimer.html >> >> ***************************************************************************************** >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> >> -- >> Ümit Uzun >> >> >> ***************************************************************************************** >> To view the terms under which this email is distributed, please go to >> http://www.hull.ac.uk/legal/email_disclaimer.html >> >> ***************************************************************************************** >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Ümit Uzun > -- Ümit Uzun
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