Hi,

search the forum last month for my discussion w/ Don on osgEphemeris artifacts
on my ATI Mobility 9600.  I attached some screen grabs in
http://openscenegraph.net/pipermail/osg-users/2006-May/064422.html the stars
were black.

I would suggest testing your code on a system with a different GPU before you
decide there are problems with your or OSG code.

Do you have the latest ATI driver?  There's also a recent ATI hotfix driver
that's not in wide distribution, Chris Hanson posted urls in the forum; it
reputedly fixed some shader problems.

-- mew


Andrew Weitz wrote:
> Mike,
> 
> I am definitely seeing a rendering problem with user-defined clip
> planes.  It's actually dependent on the radius of my EphemerisModel.  If
> I set the sky dome radius to the default value (distance from earth to
> moon) and set the far plane past the radius, I get random black polygons
> appearing on my screen when I move around.  However, if I set the sky
> dome radius to a smaller value (like 10000) and then set the far plane
> past that, I don't get any of the weird rendering artifacts.  Is this
> what you were seeing?
> 
> I'm still not happy with my solution to this problem.  Ideally, I want
> to set my far plane to a value smaller than the radius of the sky dome.
> However, I cannot find a good way to do this.  Hopefully Don will be
> able to provide a solution when he returns.
> 
> Andrew
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen
> Sent: Thursday, June 08, 2006 11:21 PM
> To: osg users
> Subject: Re: [osg-users] osgEphemeris Culling
> 
> Hi,
> I see you have an ATI card.  If you crank up the OSG notify level to
> INFO, do
> you see any messages about difficulties building the GLSL shaders?  My
> own ATI
> Mobility 9600 apparently has trouble with the user clip planes in
> osgEphemeris'
> shaders, which messes up the rendering.
> just a thought
> -- mew
> 
> 
> Andrew Weitz wrote:
> 
>>Thank you for the code David.  Unfortunately, I was not able to get it
>>working.  It just turned my whole screen black.  All the models were
>>there, I just couldn't see them.
>>
>> 
>>
>>What I ended up doing was setting my far clipping plane past the
> 
> extents
> 
>>of the EphemerisModel.  I am not very happy with the solution, but it
>>seems to work because 99% of the objects in my scene are PagedLODs. 
>>Since I can control the loading/unloading of the PagedLODs via the
>>setRange() function, my scene does not get cluttered even with a very
>>far clipping plane.
>>
>> 
>>
>>Andrew
>>
>> 
>>
>>
> 
> ------------------------------------------------------------------------
> 
>>*From:* [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] *On Behalf Of *David
> 
> Spilling
> 
>>*Sent:* Thursday, June 08, 2006 6:08 AM
>>*To:* osg users
>>*Subject:* Re: [osg-users] osgEphemeris Culling
>>
>> 
>>
>>Andrew,
>>
>>Class attached. I don't use osgEphemeris (yet) so don't know exactly
> 
> how
> 
>>this might interact with it. My graph from bottom to top looks like :
>>
>>Sphere - DepthFunction(always), depthRange(1.0,1.0), Sky texture map,
>>fog and lighting off
>>  |
>>MoveEarthySkyTransform (or similar type thing which is probably
> 
> already
> 
>>in osgEphemeris)
>>  |
>>ExtentsCamera
>>  |
>>Rest of scene
>>
>>I also do
>>    extentsCamera->setRenderOrder(osg::CameraNode::PRE_RENDER);
>>   
>>
> 
> extentsCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFF
> ER);
> 
> extentsCamera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
> 
>>and put a ClearNode with RequiresClear(false) off the root node to
>>prevent the "main renderbin" from clearing the screen again.
>>
>>to place the sky first. Unfortunately I think this means pixel
> 
> overdraw
> 
>>(you're drawing the sky behind objects) which is bad if you have
>>expensive atmosphere shaders, but I didn't find anyway around this.
>>
>>Hope that's useful.
>>
>>David
>>
_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to