First of all, thanks for your support.

On 07.04.2011 14:36, Gerrit Voß wrote:
Hi,

On Wed, 2011-04-06 at 13:38 +0200, Marcus Fritzen wrote:
Hello Gerrit,

On 06.04.2011 01:34, Gerrit Voß wrote:
Hi,

On Tue, 2011-04-05 at 16:16 -0500, Aron Bierbaum wrote:
yes, there is a problem with the aliasing on ATI Hardware / OSX,
as said in the thread Josef referenced.
For OSX the workaround was easier as the problem is independent of
the hardware. For the ATI part I'm looking into a workaround as the
full solution will take longer.
I also have a strange Problem with OSX where geometry disappears. On
Win7 everything works fine.
Can you give me a hint what your workaround is about? Perhaps it can
help me with my problem.
I can try, could you give me a few more hints, e.g. what kind of model,
what kind of Chunks are active, especially vertex, fragment or geometry
shader. Which OpenSG revision are you using on OS X, best reference for
2.x is the git sha id ?

If you would have a small osg sample file that illustrates the problem
it would be a great help if you could send if (off list is fine)

kind regards
   gerrit
Sry for the missing information in my last post. We are basically using OpenSG 1.8. The rest is a bit more complex but I will try to give you an short overview. We have implemented our own Materials and we are using of course vertex and fragment shaders. Now the problem. It raises when we use textures e.g. color texture or bump texture in our materials. If we do not use such textures the material works fine again. Once again, on windows 7 and linux there is no such problem. So I debugged our program with the gDebugger and got the following errors on OSX: glDisableClientState(GL_VERTEX_ARRAY) Invalid Operation in Function osg::GeoVBO::draw (located in OSGGeoPumpFactory.cpp). If I turn off the bump texture the error does not occur. I am using a quite new Macbook Pro with ATI graphics but I also checked it an my old Macbook Pro with NVidia. No difference on the NVidia notebook. So I guess it is a OSX specific problem.

On the weekend I will try to set up a small scene with a vertex and fragment shader to reproduce the problem.

Best regards,
Marcus


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