From: burlen <bur...@gm...> - 2010-01-20 02:03:02
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Doesn't PV use IceT all the time? I mean even for serial rendering , I'm sure its used in parallel rendering. Transparency is currently crashing it :) that's a PV bug. 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-artifa >>>> >> 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 bug >>>>> 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 here >>>>> 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/nvidia >>>>> >> -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=Mesa3d >>>>> >> -u >> >>>>> >>>>> >>>> se...@li...> >>>> >>>> >>>>> https://lists.sourceforge.net/lists/listinfo/mesa3d-users >>>>> >>>>> |