Closed barnex closed 5 years ago
Looks cool! Does it complain about loading the shaders? Could you send the OpenGL debug info written to terminal? This modern OpenGL stuff is really a headache!
There's not much to see here:
VENDOR: Intel Open Source Technology Center RENDERDER: Mesa DRI Intel(R) Ivybridge Mobile VERSION: 3.1 (Core Profile) Mesa 9.2.1 GLSL VERSION: 1.40 QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined QBackingStore::flush() called with non-exposed window, behavior is undefined
Hmmm... I only have a discrete graphics card (on which the file you sent renders fine). What happens if you change to the boring fragment shader (line 218 in glwidget_assets.cpp):
-- result = result && vect.shader.addShaderFromSourceFile( QOpenGLShader::Fragment, ":/shaders/diffuse.frag" ); ++ result = result && vect.shader.addShaderFromSourceFile( QOpenGLShader::Fragment, ":/shaders/standard.frag" );
Using the standard fragment sharder instead of diffuse indeed seems to solve it.
On 2014-02-14 16:16, Graham Rowlands wrote:
result = result && vect.shader.addShaderFromSourceFile( QOpenGLShader::Fragment, ":/shaders/standard.frag" );
It looks like I'll be added a number of fallback options, such as using basic shaders. Probably I'll reintroduce my old OpenGL 1.2 code for backwards compatibility...
I get this same sort of issue occasionally on an AMD Radeon 5770 card. I'm still planning on adding a compatibility option...
This rendering glitch occurred for me with m000000.ovf obtained from mumax/3/test/standardproblem4.txt (I will mail you the file). Only present when rendering vectors.
Edit: this was on Linux (obviously) and only occurs when rendering on my intel graphics. Nvidia does it fine.