Hi,

could you send me an osg file dump of the scene graph for the 1_x sequence
of images. I'll try to recreate the problems, but it might be easier having a 
reference to see the actual setup.

kind regards
     gerrit

> On 30 May, 2014, at 18:31, "Johannes Brunen" <jbru...@datasolid.de> wrote:
> 
> 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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