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<div class="moz-cite-prefix">On 11/06/2013 12:58 PM, Brian Paul
wrote:<br>
</div>
<blockquote cite="mid:527AAD5C.2000804@vmware.com" type="cite">On
11/06/2013 12:34 PM, burlen wrote:
<br>
<blockquote type="cite">When I build osmesa with
--with-osmesa-bits=32 I notice that I get 31
<br>
bits by way of the compile line define
-DDEFAULT_SOFTWARE_DEPTH_BITS=31.
<br>
What's the story with the number 31? Is 31 bits really better
than 32?
<br>
</blockquote>
<br>
IIRC, 32 bit Z never worked properly because of float->int
conversion problems and such. I think I found that 31 bits worked
though. It's been a long time...
<br>
<br>
</blockquote>
<br>
I'm using OSMesa with VTK for rendering on systems that do not have
graphics hardware. I need higher than default depth buffer with
OSMesa to prevent z-buffer fighting artifacts in some cases when
rendering in parallel. I found that --with-osmesa-bits=32 does the
trick. however when building osmesa with 32 bits, most line
rendering fails. Here is a representative image diff from our
regression suite that shows an example of the bug
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<a
href="http://open.cdash.org/testDetails.php?test=216532438&build=3087854">http://open.cdash.org/testDetails.php?test=216532438&build=3087854</a>
, there are 80 other failed tests, the ones I examined were all the
same.<br>
<br>
Experimenting with --with-osmesa-bits options, I've found that using
32 causes the issue, while using 8 , 16 or not using it all doesn't.
Do you have any idea about this?<br>
<br>
Thanks<br>
Burlen<br>
<br>
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