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When I installed APG 3.0.1 Pano editore opened in maximized window (2560x1600) with destroyed (sheared pano rendering).
While trying to get some helpful information about what/why I discovered that making the editor window smaller helps.
To describe the behaviour I performed following steps:
1. maximize the editor window up to the size which is still OK - screenshot *_OK.png
2. slightly increase editor window size - this flips image upside down by horizontal axis (not 180 rotate, I believe) - screenshot *_flipped.png
3. increasing window further - image shears - screenshot *_shears.png
4. reducing editor window size goes through the same sequence of events - it is repeatable just by stretching or contracting.
I admit that this could be driver issue - in that case it might be better not to maximize the window initially.
I cannot verify it as I do not have any other GPU or PC able to drive up to 2560x1600
APG 3.0.0 behaves identically.
CPU - IVB - i7 3770S using internal GPU HD 4000 - 16GB RAM
I hope it helps, Tomas
OGL Version: 3.0 Mesa 8.0.4
Render: Mesa DRI Intel(R) Ivybridge Desktop
Vendor: Tungsten Graphics, Inc
Shader Version: 1.30
MaxTextureSize: 8192
MaxTextureUnits: 8
MaxColorAttachement: 8
MaxRenderBufferSize: 8192
Extentions:
GL_3DFX_texture_compression_FXT1
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_vertex_array_object
GL_ARB_ES2_compatibility
GL_ARB_color_buffer_float
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_swizzle
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_blend_equation_separate
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_rgtc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_multimode_draw_arrays
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_INGR_blend_func_separate
GL_MESA_pack_invert
GL_MESA_texture_array
GL_MESA_texture_signed_rgba
GL_MESA_window_pos
GL_MESA_ycbcr_texture
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_OES_EGL_image
GL_OES_read_format
GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
Last edited by tomask (2013-01-06 07:32:16)
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This might or might not be related:
I noticed when stitching high Mpx images - that when zoom in enough in the pano editor the preview GPU rendered image goes black. In my case image preview goes black at around 40% zoom with 3x24Mpx images.
Zoom level when this (black preview) happens depends very much on the file size/mpx of the stitched images. The bigger the images lower the zoom level possible. Almost like a buffer limitation on maximum number of rendered pixels - like the preview render buffer takes full image instead of the visible window rectangle - so zooming in fills preview render buffer with too many pixels outside window rectangle. Just my interpretation of the behaviour.
Using the new render preview button helps - enables high zoom levels in preview - this is fine for setting verticals - but does not help/work in (un)ghost mask point placement. This is somehow inconsistent behaviour of the render preview button in Mask Edition mode - visible in this case of CPU ender issues.
I hope this makes sense and helps in identifying the problem/solution space, Tomas
Last edited by tomask (2013-01-07 06:29:09)
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Hello Tomas,
From what you explained, it really looks like a driver issue. We may have to check if there are any updates for your driver on the manufacturer website. You can also try to disable GPU usage in application settings.
Let us knwo if it fixes the issue.
Regards,
Thomas
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Driver is part of Linux kernel, so not that easy to apply the way you are suggesting.
Were you able to try it on your side? I hope that IVB with HD4000 is relatively common these days. It would help trouble shooting, if you try.
If you tried to reproduce it and everything is fine on your side - would you be able to post some info about what linux did you try it with, so I can see if that combination would help me too? Was my description detailed enough for you to understand how to replicate it?
When disabling GPU I still cannot zoom in (un)ghost mask point placement as originally reported.
Best regards, Tomas
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This kind of display has been often corrected by updating the driver (more easy with ati or nvidia). So, we can't fix something which depends on us... By the way you can try the "compatibility" option in GPU general settings. It's just another way for doing same things and sometimes it help to work around GPU driver bug.
In all tools, new preview is displayed in background and current pictures (with low resolution in CPU mode) are displayed over this preview. In line mode, there is no current picture (so you always see the preview with good resolution). In mask mode, current picture is the one under the mouse. So, you can move the mouse outside the display area to see the preview at screen resolution and go back inside to add markers on low resolution pictures.
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Thank you for your responses
.... and my apology for not stopping by to check earlier.
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