Hello,

 

after sync with the current  OpenSG 2 master trunk
(51f04ac30d8481dcb2eb1ddb318bff97450d1956) I have rendering problems
(AMD Radeon HD 5700 series) with shaders.

 

I have uploaded a zip file to 

http://wikisend.com/download/565136/Error.zip

which contains some png images, the CMakeCache.txt file and some log
files created during my test.

 

 

Basically, I have used the following relevant CMake options for my VC
9Sp1 Win64 setup:

 

OSG_ENABLE_MULTISHADER_VARCHUNK:BOOL=ON

OSG_ENABLE_NEW_GEOHANDLER:BOOL=ON

OSG_ENABLE_OGL2_SHADERFUNCTIONS:BOOL=ON

OSG_ENABLE_OGL3_PROTOS:BOOL=OFF

OSG_ENABLE_OGL4_PROTOS:BOOL=OFF

OSG_ENABLE_OGLES_PROTOS:BOOL=OFF

OSG_ENABLE_OGL_COREONLY:BOOL=OFF

OSG_ENABLE_OGL_ES2:BOOL=OFF

OSG_ENABLE_OGL_ES2_SIMGL3:BOOL=OFF

OSG_ENABLE_OGL_VERTEXATTRIB_FUNCS:BOOL=ON

 

 

Ok, now I try to describe my problem. I will refer to the png images.
For what follows I use one directional light source.

 

11_NoShader.png

==============

I start my application with disabled shader support and create some
geometry (sphere and cylinder)

 

12_Shader.png

============

I enable the usage of shaders. I have applied a simple phong shader with
removed ambient light. All is correct here.

 

13_Shader.png

============

Now, I create new additional geometry the same way as I did before. The
shading is completely lost. However, I tested that the shader is still
working properly.

 

14_NoShader.png

==============

Now, I disable the shader usage. See that the increase of brightness due
to the additional ambient contribution. But, the lastly added geometry
still does not render correctly!

 

15_NoShader.png

==============

Creation of new geometry work now as expected. Rendering of first and
third geometry is correct. Second geometry is incorrect.

 

16_Shader.png

============

Shader activated again, first and third geometry correct, third geometry
incorrect.

 

17_Shader.png

============

New geometry, which renders incorrect.

 

Etc...

 

In order to get a little more information, I did modify my phong shader
so that the diffuse contribution is equal to the normal direction. I.e.
I used

 

Diffuse  = (n + vec3(1,1,1)) * 0.5;   // += Kd * n_dot_l;

 

The result of this can be seen in the second group of images:

 

21_NoShader.png

==============

Start of app with disabled shader support and create some geom.

 

22_Shader.png

============

Activated shader usage. The geom coloring of the normals in eye space.

 

23_Shader.png

============

New geometry created. All normals are identical.

 

I do not have any idea what is going wrong here and really need some
help.

 

Alternatively, I tried to compile the OpenSG code with 

 

OSG_ENABLE_NEW_GEOHANDLER:BOOL=OFF

OSG_ENABLE_OGL_VERTEXATTRIB_FUNCS:BOOL=OFF

 

but this resulted in other (unsolved problems) as I have reported in 

 

http://sourceforge.net/p/opensg/mailman/message/32363721/

 

Beside, this message does not show up in the 

 

www.mail-archive.com/opensg-users

 

Maybe, this is the reason I got no response from the community.

 

 

Any help is very much appreciated here. I need to solve these two
problems.

 

Best,

Johannes

 


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