Hi everyone,

My company has been developing products using OSG for a few years now, and 
recently we've noticed some rendering issues on two machines that are both 
running ATI 5870 cards using the latest ATI drivers (Catalyst 10.6). We wanted 
to know if anyone running similar hardware has seen these issues. We are using 
the 2.8.2 release of OSG.

We notice two major graphical problems:
* Incorrect lighting on primitives - flat geometry with equal vertex normals at 
all vertices appears to have incorrect lighting over the surface (using the 
default osgviewer lighting)
* Corrupted textures - either a single pixel color over the entire surface or 
it looks like the UV coordinates were run through a blender

We have tested rendering using the OSGViewer with a simple .osg file containing 
two triangles (forming a quad) with identical per-vertex normals and simple 
per-vertex UVs. What we have found is that we either have to disable display 
lists on the geometry in order to have the quad render correctly, or else we 
seem to be able to get correct results by adding additional (bogus) values to 
the per-vertex normal and UV lists to pad them. We believe this means that 
somewhere between OSG and the GPU the per-vertex data in the display list is 
getting corrupted and normals/UVs are getting lost.

We have not experienced this issue in any other 3D apps on this hardware, 
including ones that use display lists. We also do not have the rendering issues 
with our app on other hardware (tested using several nVidia cards and and older 
ATI card). We think this may be an ATI driver bug, but we're not sure at this 
point and would like to hear if anyone else has run into these issues.

Thanks.

- Andy Peruggi
Applied Research Associates, Inc[/list]

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