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dgusain
12-14-2012, 02:24 PM
I have an application in which i draw cuboids in millions in a grid. I am using VBO to store vertices and color info and i draw them as GL_QUAD primitives. ( have tried GL_TRIANGLES as well)
Issue at hand is that it works great on my development machine with NVIDIA card but it show weird artifacts in machine with Intel HD graphics card.

Is there any work around to this situation?

Any pointer would be highly appreciated.

tonyo_au
12-14-2012, 04:57 PM
Artifacts are usually the result of z-buffer fighting so it is possible that the Intel card is not as good at resolving this. There is no foolproof solution but 2 things will help - having your near and far as close to each other as possible and clipping cuboids that are obscured.

V-man
12-14-2012, 05:24 PM
It depends on what artifacts you are seeing. If it is z-fighting, check your z buffer resolution with glGetIntegerv(GL_DEPTH_BITS, ....)

dgusain
12-15-2012, 06:59 PM
Thanks for the quick response. i double checked my near and far values and that was the problem indeed...
thanks a lot....