[vtkusers] Z-fighting problem on intel hd graphics
Róbert Špir
spir.robert at gmail.com
Thu Aug 25 08:56:16 EDT 2016
I made a few more tests:
the same problem happens with llvmpipe and with nvidia with nouveau driver
doesn’t happen on nvidia binary driver or in OS X with intel or nvidia or in windows with intel or nvidia
So maybe it’s a bug in mesa? Currently I’m using qt5 with qvtkwidget, I will try to create minimalistic example without qt to see if the problem is reproducible
From: Ken Martin [mailto:ken.martin at kitware.com]
Sent: Tuesday, August 23, 2016 6:45 PM
To: RobertS <spir.robert at gmail.com>
Cc: vtk <vtkusers at vtk.org>
Subject: Re: [vtkusers] Z-fighting problem on intel hd graphics
This sounds like a driver issue. I suppose you could try setting the following environment variable
GALLIUM_DRIVER=llvmpipe
to switch to software rendering and see if the problem goes away. If nvidia and mesa llvmpipe both work on your linux system then I would really suspect the intel linux driver.
On Wed, Aug 17, 2016 at 6:17 AM, RobertS <spir.robert at gmail.com <mailto:spir.robert at gmail.com> > wrote:
Hi all,
I'm doing simple visualization of data on rectangular grid by creating
vtkpolydata from single vtktrianglestrip and when running the application in
linux on intel hd graphics there is serious problem with z-fighting where
the parts that should be far away are overlapping parts that are near the
camera. This doesn't happen when running on windows (intel or nvidia) or on
linux with nvidia
here you can see the problem, the camera angle is still the same
http://tesla.math.sk/intel1.jpg <http://tesla.math.sk/intel1.jpg>
http://tesla.math.sk/nvidia1.jpg <http://tesla.math.sk/nvidia1.jpg>
another angle
http://tesla.math.sk/intel2.jpg <http://tesla.math.sk/intel2.jpg>
http://tesla.math.sk/nvidia2.jpg <http://tesla.math.sk/nvidia2.jpg>
this happens on vtk 7.0 and also on vtk 7.1 from git
tested hardware is intel hd graphics on haswell, and ivy bridge (mesa 11.2
and 12.0 with opengl 3.3) and on broadwell with mesa 12.0 with opengl 4.4
Is this a known issue or am I doing something wrong?
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