Hi, Thank You Guys Yeah, pattern starts to show. Its most probably something related to NVidia OpenGL drivers on Windows. When I have sent the email I realized I may test the code on Intel HD 3000 I have on a wife laptop. And I got “good” result there and “bad” when switched to NVidia 540 Optimus. We also saw “bad” results on GF 580 and GF 460 on several latest drivers from 270.xx to most recent ones on Windows. I would be interested in larger test sample group from guys with NVidias on Linux and Macs to exclude their system as not affected. So if you are on Linux and have a minute please let me know how the test passed on your machine ;-)
I have not written how the problem manifests in real life. But I guess it may be useful in case someone is hit by this. I encountered this when I was playing with farirly huge geometries. 500 k – 2000 k vertices and 5000 k tris in one primitive set. With few such primitive sets I started to observe that texture coords in one of them are broken. After investigation I have created the test case above. It uses fairly small number of vertices and texcoords (33127 vertices and 65523 triangles) but it still shows the issue. So it seems like a problem is somehow triggered when vbo index range gets close to max value addresable on ushort. Cheers, Wojtek Lewandowski From: PP CG Sent: Wednesday, October 12, 2011 6:20 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? On 12.10.2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? Hi Wojtek, "bad" result. Win 7 x64, osg build for x86 NVIDIA GTX 295 driver 280.26 Cheers, PP -------------------------------------------------------------------------------- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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