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Thread: VBO in IntelHD driver

  1. #1
    Junior Member Newbie
    Join Date
    Jul 2012

    VBO in IntelHD driver

    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.

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Jan 2012
    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.

  3. #3
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Montreal, Canada
    It depends on what artifacts you are seeing. If it is z-fighting, check your z buffer resolution with glGetIntegerv(GL_DEPTH_BITS, ....)
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  4. #4
    Junior Member Newbie
    Join Date
    Jul 2012
    Thanks for the quick response. i double checked my near and far values and that was the problem indeed...
    thanks a lot....

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