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 > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

