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

