Hi Andy,

I have seen some funky effects recently on Radeon 5970 & 4890. I was not able to install 10.6 on Windows 7 64 bit on 5970. Driver kept crashing with classic BSOD. But texture corruption you mention was present in 10.5 on Radeon 4890 as well. In both cases we switched back to Catalyst 10.4. We have read on the forums that ATI started to experiment with GL 3.3 & 4.0 recently and broke OpenGL 2.0 compatibility in latest drivers.

My other observations on Catalyst 10.4 are related to Texture Matrix default not being identity in the shaders. Light attenuation factors seem to be incorrect in shaders as well. Frankly I don't have much experience with testing on Radeons, I ony have recently made few experiments. I could not count them as successful. Good thing about Windows 7 is one can have both NVidia & ATI installed together. Card that displays main screen renders all OpenGL so usually after some frustrating tests on ATI, I quickly switch main monitor to NVidia ;-).

Cheers,
Wojtek

--------------------------------------------------
From: "Andy Peruggi" <aperu...@ara.com>
Sent: Tuesday, June 29, 2010 8:02 PM
To: <osg-users@lists.openscenegraph.org>
Subject: [osg-users] Graphical issues with display lists on ATI 5870 cards

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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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29501#29501





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