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 ------------------------------------------------------------------------------ Time is money. Stop wasting it! Get your web API in 5 minutes. www.restlet.com/download http://p.sf.net/sfu/restlet _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users