Hi Thomas,

Looking through the log your have a:

FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
ERROR: 0:26: '/' :  wrong operand types  no operation '/' exists that
takes a left-hand operand of type 'float' and a right operand of type
'const int' (or there is no acceptable conversion)

Which tells you where to look in your fragment shader for something
that the driver doesn't like for whatever reason.

Aside from this the reports of problem with the projection matrices
suggests an empty scene to me.

In terms of case history, Intel drivers don't have a good reputation,
so it may well be the source of the problems.  Try upgrading the
drivers.

Robert.


On Thu, Feb 11, 2010 at 9:51 PM, Thomas Hogarth
<[email protected]> wrote:
> Hi All
> I have a very strange rendering issue occurring on a few machines in the
> latest compile of the app I work on at errrmm, work. The version of OSG is
> 2.6.1 so advice may be to just upgrade, but here's my issue any hows :)
> The app is an augmented reality based app, running a full screen video layer
> (webcam) with 3d objects rendered over the top. Recently a particular client
> reported that the rendering had started flickering, he sent me a video which
> I've uploaded to here
> http://www.hogbox.co.uk/data/osgRenderError.avi
> It looks almost as if another camera is firing off a clearBuffer operation
> right at the end of drawing my scene, but not all the time :-{. I have
> information on the card he was using which he's used before with no issues.
>
> MSG   35 OSG Graphics Traits Report
> MSG   36     Renderer Name = 'Intel Cantiga'
> MSG   37     Manufacturer = 'UNKOWN'
> MSG   38     Series ID = '0'
> MSG   39     GL Version number:= 1.500000
> MSG   40     Quad Buffered Stereo supported:= False
> MSG   41     Max Depth bits:= 24
> MSG   42     Max Stencil bits:= 8
> MSG   43     Max Multi Samples:= 0
> MSG   44
> MSG   45     GLSL supported:= False
> MSG   46     GLSL Version:= 0.000000
> MSG   47     Shader Objects supported:= False
> MSG   48     Vertex Shaders supported:= False
> MSG   49     Fragment Shaders supported:= False
> MSG   50     Max Texture Size:= 2048 x 2048
> MSG   51     Texture Rectangles supported:= True
>
> Luckily my bosses laptop also started displaying the behaviour. It also uses
> an Intel based card but does support GLSL version 1.2. I redirected the osg
> Notify messages into a file (Attached) and came across the following error
> which might help shed some light (line 1741)
>>>
> Setting up osg::Camera::FRAME_BUFFER_OBJECT
> Setting up osg::Camera::FRAME_BUFFER_OBJECT
> OpenGL extension 'GL_EXT_blend_equation' is not supported.
> OpenGL extension 'GL_SGIX_blend_alpha_minmax' is not supported.
> OpenGL extension 'GL_EXT_blend_logic_op' is not supported.
> glValidateProgram FAILED "shaders/markerHider.vert" id=3 contextID=0
> infolog:
> Validation Error: A sampler points to a texture unit used by fixed function
> with an incompatible target.
>
> Setting up osg::Camera::FRAME_BUFFER
> glValidateProgram FAILED "" id=6 contextID=0
> infolog:
> Validation Error: A sampler points to a texture unit used by fixed function
> with an incompatible target.
> Validation Error: A sampler points to a texture unit used by fixed function
> with an incompatible target.
> <<
> The app does use some render to texture cameras,which if weren't
> working correctly could cause the flicker. Although just to make things
> weirder, if I do a screen capture (on viewers camera setFinalDrawCallback) I
> always get a full frame?
> If anyone has any thoughts or could shed a little light on the Validation
> error it would be most appreciated.
> Tom
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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