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Cortona VRML Client
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Cortona Renderer
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Subject:
Re: Forcing DirectX
Sender:
owen@atmos.umd.edu
19.07.01 12:52
>>Interesting discussion about
renderers.
>>I like Dolgov's promise of a computer
>>crash. Maybe we could all quit and go
>to
>>the beach ...
>
>To be honest, I never thought about the
>humorous aspects of the deal :)))))
>Anyway, I've seen such kind of
behaviour
>for instance on a lot of notebooks -
>they allows to switch DirectX on but
>then hangs fatally (and they behaves
the
>same way even if you try to run
standard
>DirectX samples). And if the default
>renderer is DirectX user just have no
>chance to view 3D and moreover, to
>change something
Re:Humor - If I lose my sense of humor,
I lose my sanity.
Re: various hardware,software,rendering
configurations - I agree that it is very
aggravating to obtain different results
with different configurations,
particularly if a good piece of code
either hangs or causes a crash on some
systems. This stuff is hard enough for
me already!
Re: Renders - I haven't experienced any
crash problems that I can attribute to
the renderer, but I have certainly seen
visual differences between renderers
(and vrml plugins). The example I shared
with you ealier using IndexedFaceSet
facets joined along an edge with
different coordIndex values for the edge
points nevetheless smoothed and shaded
with COSMO but not with Cortona. As you
explained, my indexing was wrong by VRML
standards, but COSMO did it anyway with
both Direct3D and openGL renderers. The
smoothing and shading by COSMO of the
VRML-incorrect case is evidently an
unofficial forgiveness by COSMO. I am
still working to clean up my procedures.
In another example, COSMO will forgive a
floating point xDimension and zDimension
in the ElevationGrid node, which is not
VRML-correct. Cortona picked this up,
and helped me clean up that part of my
code.
The most curious differences in on-
screen visualization come when I render
a surface (say, flat or wavy
IndexedFaceSet) behind or through an
isosurface (also IndexedFaceSet). (An
example would be an earth surface
weather map (IFC) with a cloud
(isosurface IFC) hovering above it in
the virtual sky.) As I grab and examine
this visualization, the weather map does
not always appear to be "beneath the
cloud" (relatively speaking). As I
Examine the scene with my mouse, a
portion of the cloud isosurface (not all
of it) may appear to jump underneath the
weather map rather than
remaining "above" it. This is very much
dependent on the Examine interaction
geometry, and I assume it has something
to do with arithmetic in the renderers
(or perhaps the plugins). I have not
figured out how to control this
behavior.
Another example: positioning opaque Text
slightly in front of an opaque Texture
may produce different results with
different renderers. In some plugin-
renderer configurations, the opaque
Texture in the background will mask the
Text in the foreground so that you can't
see the text. Same with geometric
objects and Textures placed slightly in
front of the opaque Texture. The
relationship is dependent on zoom, and
if you go in very close, everything is
fine. Again, I suspect this is an
arithmetic or roundoff problem, and my
workaround is just to increase the
separation a bit until the same result
occurs with different configurations.
One more thing: When I work a long time
on VRML development on a Wintel
platform, the machine will often not
shut down, and has to be forced off.
Also, I cannot absolutely rely on what I
see after long hours of work without a
shutdown and reboot. I have been told
that this may be due to an operating
system feature that won't release memory
after the available RAM has been filled.
At that point, I expect that crap is
hanging around in memory. I would
certainly expect rendering glitches due
to this OS feature which have nothing to
do with the VRML code.
None of this I am registering as
formal "forum" questions, so don't worry
about it. I am just trying to get my
computer to crash so that ... well, you
know.
Owen
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Re: Forcing DirectX
/
owen1@starpower.net
/ 18.07.01 21:42
Re: Forcing DirectX
/
dolgov@paragraph.ru
/ 19.07.01 04:34
Re: Forcing DirectX
/
owen@atmos.umd.edu
/ 19.07.01 12:52
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