Dear Kim,
2009/6/19 Kim C Bale <[email protected]>:
> Pierre,
>
> Many thanks. I've downloaded the debug data, and it's looks fine :(. The 
> vertices seem to be ok and so does the mipmapping information.
>
> You mention that the you've tried it with a different graphics card and it 
> worked. Was this machine using the same linux distribution?

No it's not the same at all:
KUbuntu 9.04 x86_64 - kernel 2.6.28-11 SMP x86_64
g++ is 4.3.3
Nvidia drivers 180.51
OSG version 2.8.1

>It's a nightmare not being able to replicate it.
You've really done a lot of work, and a good job, this nasty bug is
probably a combination of factor... I wonder how numerous we are
having this bug ? So far if we are only 2, you don't have to worry
that much. If someone else using a Linux 32 bits distribution could
test as well...

I won't have many time next week, but if I can, I'll try to witch the
2 cards, just to see if it's working well with the 4600 on debian 32
bits...
>
> I starting to think it might be because I've used degenerate triangles in the 
> primitives.
>
>>When I reach the water surface, the
>>view is flickering until I'm completely underwater... Has someone else
>>experience the same effect ?
>
> I think i know about this one, inside OceanScene it flips between different 
> lighting and full screen effects when the eye position passes over the 
> average wave height. So you're probably seeing the above water and below 
> water effects flicking between each other if you're near the threshold. I 
> think the only way to solve this is to force the camera down or up when it's 
> near the threshold so that you don't see the change in effects. But I don't 
> think it's the place of osgOcean to do that. Perhaps a shader transition 
> could be used, I'll have a think.
>
I was playing with all the options and I can't reproduce it any more ?!

it's even really nice and realistic !! (see the pics enclosed)

Great work.

> Thanks for the help.
>
> Kim.

Thanks for your all.

Pierre.

<<attachment: my_screen_shot_1.jpg>>

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