Hi Carsten,

I tested my code on a second computer and I get the same sort of artifacts 
(they vary, every time I start my application).

Regards,
Keyan

On 10 Nov 2011, at 19:07, Carsten Neumann wrote:

>       Hello Keyan,
> 
> On 11/09/2011 01:48 AM, Keyan wrote:
>> I tried to add a usleep, but the behavior didn't change, therefore, I 
>> uploaded a screenshot to picpaste
> 
> hmm, not sure why sleeping would make a difference. The order in which 
> things (shadow map and scene) are rendered for the first time are 
> relevant, not so much the timing of these operations. The GPU can only 
> do one thing at a time anyway which that serializes operations, luckily 
> we don't have race conditions on the GPU in the way you get them on CPUs 
> yet ;)
> 
>> http://www.picpaste.com/ace364df969ce68907ae34d443b55312.jpg
>> 
>> The artifacts are stable, i.e. they don't change while the simulation is 
>> running, or lets say, some movie is playing in quicktime (i use mac os x).
>> 
>> I use the coordinate system of the physics engine, therefore, the ground 
>> plate is z = 0, and upwards in the scene is z>0, downwards is z<0. The 
>> camera is located higher than the walking machine, hence, i looks into 
>> negative z direction. if i rotate the camera towards positive z-axis, the 
>> artifacts disappear, and don't show up anymore.
>> 
>> It happens with any shadow mode (I tried them all, with different smoothness 
>> parameters).
> 
> hmm, those artefacts don't look like they would come from the shadow 
> mapping [1], for that I would have expected "random" black splotches or 
> something along those lines.
> The only time I've seen artefacts like those in the image was when I had 
> a graphics card that was about to die and the memory chips started failing.
> Do you see artefacts with any other OpenGL programs? Are your drivers up 
> to date?
> 
>       Cheers,
>               Carsten
> 
> [1] It may well be that enabling shadows triggers this for you, because 
> that causes the scene to be rendered into an FBO instead of the 
> application frame buffer, so the memory touched is quite different with 
> shadows than without.
> 
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