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Great, sounds like you guys are aware of the issues. Thanks for
working on it!<br>
<br>
<div class="moz-cite-prefix">On 03/01/2016 10:38 AM, Ken Martin
wrote:<br>
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cite="mid:CANXz0SYF7FAtXXeB2RANP9Hp2zhm6u6xOdez8mWkLFfKzafVzA@mail.gmail.com"
type="cite">
<div dir="ltr">I believe there are 4 main LICs in VTK OpenGL2,
serial, parallel, serial + composite_dataset, parallel +
composite_dataset. I believe the first three work and I think
trashed pixels have been fixed recently, the VTK tests all pass.
yay!
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<div>The parallel + composite_dataset case is known to be
broken, more specifically the class does not exist. PV needs
this class in parallel and I think it falls back to the serial
implementation as that class has been written which is why you
see boundary issues. </div>
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<div>My gut feeling is that instead of writing that class, the
LIC code should be reworked as a render pass that gets
assigned to mappers. That way adding lic to a mapper is fairly
easy. The way I converted the original code to OpenGL2
combines the LIC complexity into the middle of the mapper
complexity which is a bad mix especially for the parallel +
composite_dataset case.</div>
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<div>Maybe it is easier than I think, but currently I suspect it
would take a few weeks of dedicated effort which is why it is
still in the queue.</div>
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<div class="gmail_extra"><br>
<div class="gmail_quote">On Tue, Mar 1, 2016 at 12:50 PM, Burlen
Loring <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:burlen.loring@gmail.com" target="_blank">burlen.loring@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">Hi All,<br>
<br>
Writing to report that in latest version of ParaView the
surface lic is broken with the OpenGL2 back end. I
experimented with it using PV5 an nvidia gtx 980 with fairly
recent driver, and saw a number of issues, including
completely "trashed" pixels and when rendering in parallel
one can see "lines" at process boundaries as if the
algorithm is serial.<br>
<br>
These regression are a shame because it took quite a lot of
effort to correctly parallelize it, and make it work
reliably across a wide spectrum of os,gl, and device
variations. There is an explanation of the parallel
algorithm linked below. Hopefully those who are working on
porting to opengl 2 are aware of and will take a look at
these regressions.<br>
<br>
Note, that all of the surface LIC classes live VTK but
because IceT and the compositing classes all live in
ParaView, the ctest for parallel operation are in ParaView.
So another question is, given the importance of parallel
rendering, should IceT and parallel rendering capability be
included in VTK?<br>
<br>
Burlen<br>
<br>
<a moz-do-not-send="true"
href="https://github.com/burlen/astronum2014/blob/master/paper/loring-astronum-2014.pdf"
rel="noreferrer" target="_blank">https://github.com/burlen/astronum2014/blob/master/paper/loring-astronum-2014.pdf</a><br>
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-- <br>
<div class="gmail_signature">Ken Martin PhD
<div>Chairman & CFO<br>
Kitware Inc.<br>
28 Corporate Drive<br>
Clifton Park NY 12065<br>
518 371 3971
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