[SOLVED] Culling messed up with OpenGL + Intel Graphics

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Masterhawk
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[SOLVED] Culling messed up with OpenGL + Intel Graphics

Post by Masterhawk »

Hey folks,

I'm currently developing an irrlicht-based editor for a project of mine. Unfortunately I recognized some graphical issues when running the program on laptops with INTEL Graphics units.

On my desktop pc with nvidia gtx 295 everything looks as intended:
Image


but when I try it on a DELL netbook or laptop these strange culling issues occur:
Image

Is this a known problem or do I just miss something? Does anyone has a clue what is going on?

creation of the device

Code: Select all

dev = createDevice(EDT_OPENGL,dimension2d<u32>(800,600),16U,false,false,false,receiver);
loading of models (TYPE OBJ)

Code: Select all

ISceneNode* scenenode = 0;
 
    IMesh* mesh = p_smgr->getMesh(mesh_path);
    if(!mesh)
    {
        stringw msg = L"[SceneGraph] (ERROR) Couldn't load mesh file: ";
        msg+= stringw(mesh_path);
        //CLogger::getLog(0)->add(msg.c_str());
 
        return 0;
    }
 
    ITriangleSelector* tri_selector = 0;
 
    if(createWithTangents)
    {
        IMesh* tangentMesh = p_smgr->getMeshManipulator()->createMeshWithTangents(mesh);
        scenenode = p_smgr->addMeshSceneNode(tangentMesh);
 
        tri_selector = p_smgr->createTriangleSelector(tangentMesh, scenenode);
        scenenode->setTriangleSelector(tri_selector);
        tri_selector->drop();
        tangentMesh->drop();
    }
    else
    {
        scenenode = p_smgr->addMeshSceneNode(mesh);
        tri_selector = p_smgr->createTriangleSelector(mesh, scenenode);
        scenenode->setTriangleSelector(tri_selector);
        tri_selector->drop();
    }
Last edited by Masterhawk on Thu Nov 15, 2012 8:46 am, edited 1 time in total.
Image
hendu
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Re: Culling messed up with OpenGL + Intel Graphics

Post by hendu »

GL 1.4? Just how old are your Intel drivers?
Masterhawk
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Re: Culling messed up with OpenGL + Intel Graphics

Post by Masterhawk »

This is only the version on my netbook...the laptop i've tested the editor with was capable of opengl 3.x but showed the same artefacts
Image
hybrid
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Re: Culling messed up with OpenGL + Intel Graphics

Post by hybrid »

Try to change the near and far values of the camera back to defaults, or maybe 1;10000
ACE247
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Joined: Tue Mar 16, 2010 12:31 am

Re: Culling messed up with OpenGL + Intel Graphics

Post by ACE247 »

From what I can see, there are two mesh planes that are too close to each other or almost in the same position, causing z-fighting. (wall with the black triangles at the bottom). What is your unit spacing between vertices in your mesh? Make sure its not smaller than your camera cull near value.
Masterhawk
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Re: Culling messed up with OpenGL + Intel Graphics

Post by Masterhawk »

ACE247 wrote:From what I can see, there are two mesh planes that are too close to each other or almost in the same position, causing z-fighting. (wall with the black triangles at the bottom). What is your unit spacing between vertices in your mesh? Make sure its not smaller than your camera cull near value.
Ok, I will check that...but wouldn't this problem also occur on all other systems then?

EDIT: Well thanks, it was definitely the cam Near z-value, but I had to increased instead of decreasing it. Thanks for your help :D
Image
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