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1.4beta3: "required bit depth is not support"

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pauldb
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Joined: 2003-08-30

Hi,
Welcome back!

An update on a problem I am getting with 1.4 beta3 and the latest daily builds (specifically 1.4.0-pre10-0601300103-experimental).

I have an application which has two canvases/views. The second canvas, although created at the same time as the first, isn't added to the Swing GUI until the user presses a button.

With the DirectX rendererer and the 1.4 releases mentioned above, I occassionally get the following popup error message whenever I add the second canvas to the GUI:

"Depth buffer with the required bit depth is not support, please try the default." (I have the process log if it's useful to anyone).

I do have a model in my scene with a jpg texture and wondered if that was the problem. So I switched the model to use a bmp texture map. And it worked. No problem. No error message.

The thing is, with 1.3.2 the same model with the jpg texture worked just fine.

Both jpg and bmp work with the Open GL renderer - that is they do not throw the error message. However, what is puzzling in the OpenGL case - and this applies to both 1.3.2 and 1.4 is that the colour depth of the texture - both jpg and bmp - is visibly very much reduced, to the point of not being acceptable.

I feel guilty posting here without a test case example, but does anyone know/suspect what is going on?

My graphics card: 128MB NVidia 5200 Driver 81.98 DirectX 9.0c
Windows XP SP2 Pentium 4 3GHz, 1500MB RAM

Many thanks,
-Paul

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pauldb
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Joined: 2003-08-30

Hi Chien,
sorry, I've replied under the issue itself.

My Display Properties are set to 32 bit, otherwise the DirectX screenshot would look the same as the OpenGL one right?

I was wondering whether the colour depth for OpenGL rendering could be set separately (though I do not know where) and this seems to be backed up by Tom's post. I'm on a PC though not a Mac.

-Paul

jada
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Joined: 2004-03-17

Paul,
Not quite, on my Nvidia GeForce Go 6600, setting the "Color quality" to 16 bit or 32 bit yields the same image on D3D but not on OpenGL. I took a closer look at Display Properties, but didn't see anything obvious than the setting of Color quality. Any help or suggestion from the rest ?

- Chien.

jada
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Joined: 2004-03-17

Paul,

>With the DirectX rendererer and the 1.4 releases mentioned above, I occassionally get the following popup error message whenever I add the second canvas to the GUI:

>"Depth buffer with the required bit depth is not support, please try the default." (I have the process log if it's useful to anyone).

The following bug was filed while investigating your issue with D3D. Without a test program from you, we can't be sure this issue is related to your finding, but it does has a high possibility based on the error message I've seem.

[Issue 226] D3D : fail on stress test for the creation and destruction of Canvases

- Chien.

pauldb
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Joined: 2003-08-30

Hi Chien,
the problem that I was having with Canvases (two attached to the same view not always rendering) could well be related to that issue. I tried developing a small test case program but ran out of time (same problem for all of us, I guess). I will try to do it when I get a moment.

I think (but cannot be sure) that these rendering problems regarding bit depth have a different cause. That said, the reported error does only occur when I open a second canvas (this time not attached to the same view as the first) and only with 1.4. And the problem does not occur if I use bmp textures instead of jpegs.

I also find it troublesome that OpenGL loses so much colour depth with my textures compared to Direct X.

To Kevin: I am happy to send you my textures. Just let me know when you want them.

Many thanks to you both,
-Paul

jada
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Joined: 2004-03-17

Yes, the color depth is a different issue. Since you are able to reproduce the problem with our simple Texture example program, using your texture files, why not file an issue and include with it your texture files. This will help you in tracking the progress, and it is a good placeholder for future reference.

- Chien.

pauldb
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Joined: 2003-08-30

Thanks Chien.
For the record, it is now issue 232

https://java3d.dev.java.net/issues/show_bug.cgi?id=232

-Paul

jada
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Joined: 2004-03-17

Paul,
Thanks for filing an issue with a test program. I've verified that the program works well under opengl on both Linux and Windows; ie. there is no loss of color depth. I suppect the problem you are seeing is caused by the setting in your system display properites. I was able to reproduce your finding when I set the "Color quality" in the "Display Properities" from 32 bit to 16 bit. Please try setting it to the highest possible setting.

- Chien.

Tom Rink

Hi,

This color depth problem can be reproduced on many Mac's
regardless of the "Color quality" set under "Display Properties"
Can the depth be set internally by the OpenGL drivers? I have
reported this problem to Apple, but I never received a response.

It's a real frustrating problem, would anybody be willing to
suggest a workaround?

Tom Rink
Univ of Wisconsin-Madison, SSEC/CIMSS

java3d-interest@javadesktop.org wrote:

>Paul,
> Thanks for filing an issue with a test program. I've verified that the program works well under opengl on both Linux and Windows; ie. there is no loss of color depth. I suppect the problem you are seeing is caused by the setting in your system display properites. I was able to reproduce your finding when I set the "Color quality" in the "Display Properities" from 32 bit to 16 bit. Please try setting it to the highest possible setting.
>
>- Chien.
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kcr
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Joined: 2004-03-17

We've never seen the color depth problem you mentioned. One thing you could try is running the texture_test/TextureImage example program using your .bmp or .jpg file and see whether that has the same problem.

-- Kevin

pauldb
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Joined: 2003-08-30

Just tried the test program. There is certainly the samedifference in the colour depth between DirectX and OpenGL rendering as I report in my application.

The error message I mentioned only occurs when I add the second canvas and so cannot be tested using the example "as is". I'll look at modifying it.

But I would like to know why OpenGL rendering appears to lose the colour depth.

-Paul

kcr
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Joined: 2004-03-17

> There is certainly the same difference in the colour depth between DirectX and OpenGL rendering as I report in my application.

Good to know. We can take a look at this since it happens with the simple test program. I don't know whether it is texutre-dependent, so we may need your image file. We'll let you know.

-- Kevin