Re: OpenGL changes
Kent Quirk <[email protected]> Sat, 06 May 2006 20:09:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Bram Biesbrouck wrote:
>The thing is this: I render OpenGL-commentboxes (textballoons, etc), that are
>defined in a Wavefront .obj file. The renderings in Ubuntu Breezy were very
>good (using Nvidia's proprietary driver), but in Dapper, they are all messed
>up. It looks like the vertices are rendered at random (or sometimes not at
>all). The strange thing is that, for example, Blender doesn't seem to have
>any problems, so I must be doing something wrong.
>
>Does anyone know of any important OpenGL-changes in this release? I know it's
>all a bit vague, but I have no clue where to begin my debugging quest. All
>help/suggestions are welcome.
>
>
>
It's been my experience that incompatibilities across drivers are
occasionally (unfortunately not rarely) the fault of the driver, but
more often the fault of the developer assuming something about OpenGL
state that cannot, in fact, be safely assumed.
Your description of the problem doesn't leave a lot to go on. If you
have a web page you can post both good and bad screenshots on (for
comparison) someone might be able to look at it and give you some hints.
OpenGL debugging is often a case of forcing certain things in your
rendering loop. Make it so you can flat-shade everything, for example --
then you can more easily see vertex bugs. Try testing every coordinate
you're rendering to make sure it's in the expected range, and log
anything that isn't. Calculate a face normal and dot it with your camera
vector, and log it if it's wildly out of range. Basically, give yourself
some switches to turn on and off various parts of the rendering pipeline
so you can debug it.
Kent
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--
Author: Kent Quirk
INET: [email protected]
Fat City Hosting, San Diego, California -- http://www.fatcity.com
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