From: tom f. <tf...@al...> - 2010-01-20 02:53:02
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burlen <bur...@gm...> writes: > Doesn't PV use IceT all the time? I mean even for serial rendering, > I'm sure its used in parallel rendering. No idea, haven't loaded up PV in many a year. However, PV has been around longer than IceT, AFAIK, so I was just assuming that there was previously some home-brewed compositing code in there that you could enable to test with. W.r.t. serial, I've got no idea, but it would seem a little silly to require IceT because of the MPI requirement. > Transparency is currently crashing it :) that's a PV bug. Hrm. Sad face. It's ambiguous to me where the problem lies. One simple thing you could try is to fiddle with your version of Mesa and see if you can show that this is a regression. Maybe the PV team has some ideas on how you can fiddle with the compositing code, and you could thereby prove/disprove the problem lies there. -tom > tom fogal wrote: > > burlen <bur...@gm...> writes: > > > >> Hi Tom, many thanks for responding, > >> > >> I played with the environment vars you mentioned and I'm seeing a > >> whole bunch of the following coming from where VTK puts the camera > >> matrix in to the matrix stack. I don't know weather or not to be > >> worried. > >> > >> Mesa: User error: GL_INVALID_OPERATION in glReadBuffer(buffer=0x405) > >> > >> Breakpoint 2, _mesa_ReadBuffer (buffer=1028) at main/buffers.c:519 > >> 519 _mesa_readbuffer(ctx, buffer, srcBuffer); > >> > > > > Yeah, I get this error all the time in my current GPU VR pipeline. > > That seems to work, so the error is non-critical at least. Though I do > > go behind VTK's back a bit and pull out the rug.. Anyway, if the read > > buffer was wrong you're most likely to see *nothing* instead of the > > artifacts you're encountering, so I don't think this is the root issue. > > > > I'm still curious if fiddling IceT on/off has an effect, though... > > > > Another option would be to make something in the scene have just > > a smidgen of transparency. That should force ParaView to sort > > everything, instead of relying on a painter's alg, and thus it might > > workaround the issue. > > > > -tom > > > > > >> tom fogal wrote: > >> > >>> Hi Burlen! Hope you're doing well. > >>> > >>> burlen <bur...@gm...> writes: > >>> > >>> > >>>> Thanks for your help, > >>>> It didn't make a difference, but I agree it looks like depth buffer > >>>> issue. > >>>> > >>>> > >>> I think you should file a bug, not all the Mesa devs follow this list. > >>> > >>> https://bugs.freedesktop.org/ > >>> > >>> A (very unlikely to be enlightening) thing to try is to export: > >>> > >>> LIBGL_ALWAYS_SOFTWARE=1 > >>> LIBGL_ALWAYS_INDIRECT=1 > >>> MESA_DEBUG=1 > >>> > >>> and re-run. Other than the libtxc warning, any errors you see on your > >>> terminal may be relevant. > >>> > >>> > >>> > >>>> Another issue I am seeing in the mesa rendering has to do with > >>>> inconsistent choice of which tubes are on top. This occurs in > >>>> parallel rendering only so I didn't mention it before. You can see > >>>> the inconsistency by comparing the hardware/nvidia and mesa in these > >>>> images: > >>>> > >>>> http://nashi-submaster.ucsd.edu/movies/PV/tube-filter-artifact/mesa-arti > fa > >>>> > >> cts > >> > >>>> -decomp.png > >>>> http://nashi-submaster.ucsd.edu/movies/PV/tube-filter-artifact/nvidia-no > -a > >>>> > >> rti > >> > >>>> facts-decomp.png > >>>> > >>>> > >>> It looks like these are changing per-tile -- you can see the obvious > >>> banding along the rightmost streamlines. Does enabing/disabling IceT > >>> in ParaView solve the problem? I'm guessing that will change how PV > >>> does load decomposition as well, but if not you might want to play with > >>> those settings. > >>> > >>> Best, > >>> > >>> -tom > >>> > >>> > >>> > >>>> Jeff Lee wrote: > >>>> > >>>> > >>>>> looks like a depth buffering issue - what happens when you setenv > >>>>> MESA_GLX_DEPTH_BITS 24? > >>>>> > >>>>> On Fri, Jan 15, 2010 at 12:22 PM, burlen <bur...@gm... > >>>>> <mailto:bur...@gm...>> wrote: > >>>>> > >>>>> I would like to report an issues I see when I replace hardware > >>>>> rendering > >>>>> in my app with mesa. I am new to mesa so I am not sure where the bu > g > >>>>> lies, in the app or mesa. So I suspect it may be in mesa because > >>>>> hardware rendering works fine , I have doubts because I don't know > if > >>>>> the app does anything special when it uses mesa. I hope some one he > re > >>>>> can say for sure weather or not it's a mesa issue. > >>>>> > >>>>> The issue is strong artifacts appear on the surface of rendering > >>>>> tubes. > >>>>> zooming in makes the artifacts recede to the edges of the tubes but > >>>>> never completely go away. Here is an illustration of the artifacts > >>>>> and a > >>>>> hardware rendering that doesn't have the artifacts. > >>>>> > >>>>> http://nashi-submaster.ucsd.edu/movies/PV/tube-filter-artifact/mesa > -a > >>>>> > >> rt > >> > >>>>> > >>>>> > >>>> ifacts.png > >>>> > >>>> > >>>>> http://nashi-submaster.ucsd.edu/movies/PV/tube-filter-artifact/nvid > ia > >>>>> > >> -n > >> > >>>>> > >>>>> > >>>> o-artifacts.png > >>>> > >>>> > >>>>> By the way, I reproduced on two machines with intel and gcc > >>>>> compiler and > >>>>> two mesa version 7.5.1 and 7.7. > >>>>> > >>>>> ------------------------------------------------------------------- > -- > >>>>> > >> -- > >> > >>>>> > >>>>> > >>>> ------- > >>>> > >>>> > >>>>> Throughout its 18-year history, RSA Conference consistently > >>>>> attracts the > >>>>> world's best and brightest in the field, creating opportunities > >>>>> for Conference > >>>>> attendees to learn about information security's most important > >>>>> issues through > >>>>> interactions with peers, luminaries and emerging and established > >>>>> companies. > >>>>> http://p.sf.net/sfu/rsaconf-dev2dev > >>>>> _______________________________________________ > >>>>> Mesa3d-users mailing list > >>>>> Mes...@li... > >>>>> <https://mail.google.com/a/cdnorthamerica.com/?view=cm&tf=0&to=Mesa > 3d > >>>>> > >> -u > >> > >>>>> > >>>>> > >>>> se...@li...> > >>>> > >>>> > >>>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users > >>>>> > >>>>> > |