Hi Tobi,
I'm afraid I have too little to go to suggest what might be up. It
might be a driver bug that is only set off in certain usage styles, it
might be an OSG bug again that is only picked up on certain usage
styles. Without being able to reproduce the problem on systems here
there is little I can directly do to help.
The best I can suggest is add extra debugging output like check for
OpenGL errors all the time, rather than just once a frame. Have a
look at the osg::State methods for controlling how often checks for
OpenGL errors are made.
Robert.
On 11/1/06, tobes <[EMAIL PROTECTED]> wrote:
ok ...
i modified the nvidia simple_framebuffer_object example todo the same as
my version of osgdepthshadow example. The problem of limited
draws to the fbo does not occur !
I also tried the latest cvs - same problem.
.. so i have to assume the problem is caused by osg.
or at least osg and my new 7600 (nv73).
i would like to continue to work with osg. cos otherwise i would miss
some very nice and handy features. ;)
any other idears how to appraoch this?
regards, Tobi.
>
> Hi..
>
> old one was 128.. new one is 256 MB.
> .. and im only creating the tex with 512x512 (in my app, 1024x1024 in
> depthshadowexample) once.
> So it should be a memmory problem ?!?!
>
> I hope its not a driver problem. tried latest 90.47 and the instrumened
> driver.
> The last thing i might try is to code the prog in plain opengl.. to see if
> its really the driver.
>
> Tobi
>
>
>
> > Hi Tobes,
> >
> > My best guess would be a out of memory or driver issue. How big are
> > the two cards?
> >
> > Robert.
> >
> > On 10/31/06, Tobes <[EMAIL PROTECTED]> wrote:
> > > Hi..
> > > heres the problem in short:
> > > Im doing some massive shaddow mapping with many lights. So.. i setup a
> > > shaddowmap atlas.
> > > This went fine with my old card - geforce 5600.
> > > With my new card 7600gt i have some problems when adding 21... instead
> of 20
> > > shaddow maps.
> > > What happens then?
> > > - the shaddowmap gets bad entries outside of the used map space (not
> really
> > > a problem, but doesnt happen with 20)
> > > - every few frames. the program halts and the whole atlas gets strange
> > > entries.
> > >
> > > Im complety out of options and dont know how i should proceed
further..
> so i
> > > really appreciate any help.
> > >
> > > thanks.. Tobi
> > >
> > > (using osg 1.2 win32 pre-build release on winxp)
> > >
> > >
> > > to make it easier to see the problem, i moddified the depthshaddow
> example
> > > by
> > > replacing
> > >
> > > // set up the render to texture camera.
> > > { everyting witin brakkets
> > > }
> > >
> > > by
> > >
> > > int ncams = 20; // 21 is bad for me
> > > // create the texgen node to project the tex coords onto the subgraph
> > > osg::TexGenNode* texgenNode = new osg::TexGenNode;
> > > texgenNode->setTextureUnit(unit);
> > > group->addChild(texgenNode);
> > > CameraNode* cam;
> > > int xact = 0;
> > > int yact = 0;
> > > int i;
> > > for(i=0;i<ncams;i++){
> > > cam = new CameraNode;
> > > cam->setClearMask(GL_DEPTH_BUFFER_BIT);
> > > cam->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
> > > cam->setComputeNearFarMode(osg::CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
> > > cam->setViewport( xact, yact, 64,64);
> > > osg::StateSet* _local_stateset = cam->getOrCreateStateSet();
> > > _local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
> > > float factor = 0.0f;
> > > float units = 1.0f;
> > > ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
> > > polygon_offset->setFactor(factor);
> > > polygon_offset->setUnits(units);
> > > _local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON
|
> > > StateAttribute::OVERRIDE);
> > > _local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON |
> > > StateAttribute::OVERRIDE);
> > > ref_ptr<CullFace> cull_face = new CullFace;
> > > cull_face->setMode(CullFace::FRONT);
> > > _local_stateset->setAttribute(cull_face.get(), StateAttribute::ON |
> > > StateAttribute::OVERRIDE);
> > > _local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON |
> > > StateAttribute::OVERRIDE);
> > > cam->setRenderOrder(osg::CameraNode::PRE_RENDER);
> > >
> cam->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
> > > cam->attach(osg::CameraNode::DEPTH_BUFFER, texture);
> > > cam->addChild(shadowed);
> > > group->addChild(cam);
> > > //cam->setViewMatrixAsLookAt(Vec3(100.0, 0, 0.0), Vec3(0.0, 0.0, 0.0),
> > > Vec3(0, 1, 0));
> > > //cam->setProjectionMatrixAsOrtho( -100, 100, -100, 100, 1.0f,
200.0f);
> > > group->setUpdateCallback(new
> UpdateCameraAndTexGenCallback(light_transform,
> > > cam, texgenNode));
> > > //realcams[i] = cam;
> > > // new scanline?
> > > xact +=64;
> > > if(xact>=tex_width){
> > > xact =0;
> > > yact+=64;
> > > }
> > > }
> > >
> > > _______________________________________________
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> > > http://www.openscenegraph.org/
> > >
> > _______________________________________________
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> >
>
> _______________________________________________
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