[email protected] wrote:
> Hello All,
> 
> My company is trying to use Mesa and Ogre3d in a headless configuration 
> to generated static and animated thumbnails for display on a website.  
> Our tool works very well when run from my local development machine, but 
> when headless via Xvfb/Mesa, the quality of the rendering is very 
> different. 
> 
> My original post about it is on the Ogre3D forums 
> http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47722&start=0  It shows 
> screenshots of what we are experiencing.
> 
> Searching through the mailing list archives, I saw one reference to Ogre 
> that seems to imply that Mesa might not implement everything needed for 
> using Ogre. 
> 
> My questions are:
> 
>  1. Is it believed it should work?

Yes, Mesa's software renderer should work properly.

>  2. Is there configuration / tweaks that might get me closer to the 
> expected quality
>  3. If Mesa isn't currently capable of working with Ogre3D, are their 
> other approaches you could suggest?

Looking at the screenshots, my first guess is a Z buffer issue.

Do you know what the near/far clip parameters are for your glFrustum() 
or gluPerspective() calls?

If it's something like near = 0.01 and far = 10000000.0 that's almost 
certainly the problem.  See the OpenGL FAQ for more info.  If that's the 
case the two options are to use better near/far values or try a deeper Z 
buffer.  Your glxinfo indicates you have a 16-bit Z buffer.  I don't 
recall off-hand how to bump that up for the indirect renderer though.

-Brian


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