Hi Eric,
You are correct that what I saw was much like your Artifacts128.png.
Most of my stress testing has been on ATI since its artifacts are so obvious; I haven't tried hard to cause on NV but I'll try when I have a chance.
I'll try to adjust the parameter and report my results. Where exactly is the offset parameter to adjust? (sorry I'm a bit pressed for time)
Thanks -- mew
I don't really understand the parameters myself. My man page describes the second parameters "units" as r*units where "r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation". This means to me that it should mean that "units" is the number of discrete units forward or behind. This also means we should have been able to use steps of 1.0 instead of fudging all this. I just I learned something about the first parameter "factor". The first parameter to glPolygonOffset seems to influence the #2 z-fighting problem I described. I think this parameter effects things in the distance when looking at near-edge-on. Dropping the value seemed to help the problem, but I wasn't able to eliminate it. I got the value down to .1 without creating new problems. (.001 and 0 created a new z-fighting problem). Also, I wondering, will Brede Johansen's BlendFunc fix have any effect on z-fighting problem #1 since this problem seems to be partially related to the texturing? Thanks, Eric _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
