On 3 August 2015 at 23:28, Vitaliy Polyakov <[email protected]> wrote:
> I tryed NVIDIA Quadro 600 - no results too Intel or AMD would be another useful tests if you can. Just scoping out the problem can help. As a general point, the OSG itself will be passing identical data to OpenGL on each frame for this bit of geometry+texture, the only difference will the modelview matrix so if you are getting different results each position then it'll be down to the behaviour of the driver/graphics card. Other things you could try are to change the way you manage the depth tests/write by simply disabling depth test rather than using osg::Depth. i.e. stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); Another would be to use LINEAR filtering on the texture so see if that has a difference. Not that you actually want LINEAR, but it'd be a useful check, Robert.
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