Hi All,

I get polygon waste on NVIDIA hardware under the following circumstances:
- run a viewer (e.g. same scene) at least twice in a row in a single process
- the scene to be loaded has to contain a model with 2 texture coord arrays
(multitexturing doesn't has to be used)
- the viewer has to be run in single-threaded-mode
- set "Threaded Optimization" in NVIDIA control panel to On

In the second run of the viewer I get the mentioned polygon glitch.
Find a simple example with windows executable on
http://bitshare.com/?f=r6cag0mj


System: Notebook ASUS N56V, Windows 8, NVIDIA Geforce GT 650M, Driver: 314.22
I also tested older driver versions with the same result
I saw the same problems on a desktop PC with a NVIDIA GTX (type unknown),
Windows 7 and a 270.xx driver.

My Notebook has a Intel HD Graphics 4000 too. When I use this graphics device
all runs fine.

gDebugger doesn't show any errors, leaks etc.

Can anyone confirm this behavior?
Seems like a driver issue to me. What do you think?

swen



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