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.
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