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Need explanation about a strange behaviour with


 
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Sukender
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PostPosted: Thu Nov 06, 2008 4:24 pm    Post subject:
Need explanation about a strange behaviour with
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Hi again Robert,

I don't have any custom OpenGL code.
Configuration : Core 2 Duo, integrated chipset (Intel 82945G), Windows XP 32 bits SP3.
Driver is the "factory default" one, and I never saw such effets in any other app.
The first bug (strange lightning) has been seen on another configuration, but not he last one yet (I will test ASAP and inform you).
I'm going to try linking against OSG 2.7.4 (or maybe the wxWidget branch as I already compiled half of it), but I think that won't change anything.
The problem may not be render-bin related, but I still don't understand... What a strange effect!
Thank you for taking time for this.

--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 06 Nov 2008 16:35:17 +0100, Robert Osfield <> a écrit:

Quote:
Hi Sukender,

Strange artefacts indeed, but I still don't think they are render bin related.

There looks to be an issue with state leakage, such as with my
suggestion of missing vertex attributes, or perhaps now more likely
given the screenshot a driver bug.

What OS/hardware/drivers are you using? Try other machines if you
have access to them.

Do you have an custom OpenGL code that might be causing problems?

Robert.

On Thu, Nov 6, 2008 at 3:16 PM, Sukender <> wrote:
Quote:
Hi,

That becomes stranger and stranger: now that I display another exported model, some of my objects have back face culling problems as the moment the object is added to the scene graph. Moreover, I have a HeightField which has inverted culling on HALF of it! I joined "before-after" screenshots to this message.
If anyone has an idea of the problem, please tell me!
(I use OSG 2.7.1)

--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 06 Nov 2008 12:50:28 +0100, Sukender <> a écrit:

Quote:
Robert,

Thank you for your answer. I've checked what you pointed. But my exported model:
- Has no coulour array (just a material)
- Has 196 vertex and 196 normals (so probably no missing normals)
- And has no transparency

I really don't understand. Any idea?

Note that I load the model using the cache (ReaderWriter::Options::CACHE_ALL) and that I duplicate it (in order to modify it without affecting the cached object) by using:
myGroup = new osg::Group(*loadedCachedModel, osg::CopyOp::DEEP_COPY_OBJECTS | osg::CopyOp::DEEP_COPY_NODES);
I also tried DEEP_COPY_AL but that has no effect. Anyway, I'm not sure it is related to my problem...

I seen that on top of the geodes, there are MatrixTransforms with a stange "StateSet { 0xba1 ON }" line (Exactly the same in each MatrixTransform), but removing it didn't change anything.


If you want, the geode data looks like:
Geode {
UniqueID "Corps_geode"
DataVariance DYNAMIC
name "Corps_geode"
cullingActive TRUE
num_drawables 1
Geometry {
StateSet {
UniqueID Corps_stateset
DataVariance STATIC
rendering_hint OPAQUE_BIN
GL_BLEND OFF
Material {
DataVariance STATIC
ColorMode OFF
diffuseColor 0.300000011921 0.5 0.0 1.0
specularColor 1.0 1.0 1.0 1
emissionColor 0.111620302463 0.186033830047 0.0 1
shininess 24.5960784314
}
}
VertexArray 196 {...}
NormalBinding PER_VERTEX
NormalArray 196 {...}
PrimitiveSets 2 {...}
}
}



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