Why does Nsight display cubemaps upside down?

Nsight 6.0

https://www.khronos.org/opengl/wiki/Cubemap_Texture
Cubemap face 2 is GL_TEXTURE_CUBE_MAP_POSITIVE_Y. Why does Nsight display cubemaps upside down?

Hi Justviewer,

Great question! We are looking into this to see what could be the issue. We will get back to you soon if engineering has any questions or if we find the fix. (DG-2915)

Thanks for your post!

Cheers,
Seth

Hi !

Was there any progress / insight on why that is @sschneider? I am using 2023.4.1 to analyze my OpenGL applications and the cube map face 2 (Y_POSITIVE) is still showing at the same bottom position.

Hi, @Adnn

The original topic is very old and I am not very clear about the story.
Can you clarify you are referring Nsight Graphics or Nsight Visual Studio ?
As Nsight Visual Studio now mainly supports debugging for CUDA application.

Hi @veraj, thank you for your prompt response!

This original topic is indeed several years old, so it was surprising that the situation is still the same.
This issue is present in Nsight Graphics v2023.4.1 (Sorry, I did not see that the original topic is tagged for VS Edition).

I moved the topic to “Nsight Graphics”.

Hi Adnn,

I double checked the case, it seems already closed, I also checked the cube map view within Nsight Graphics, it looks the issue is still there. The weirdest thing is the coordinates of positive y and negative y were already adjusted in the view’s source code.

I will create a new case to track it.

Thanks
An

Thank you for the feedback.

@AYan is there any way we could track the case progress? In particular, I think there is a possibility this is by design and there is a rationale behind it (in which case the rationale would be very valuable information).

Hi Adnn,

After some internal investigation, it seems not an issue of Nsight Graphics:

That makes the positive-y is down.

Hi @AYan,

Thank you for your response! Yet, from the link you provided Cubemap Texture, we can see that the Positive-Y face is up, not down:

Screenshot 2024-07-17 at 14.29.01

Also, this same source indicates that the UV origin (defined as the first bytes in the bitmap) for each individual cubemap face is the top-left of the image. This is, as you pointed out, the opposite of OpenGL behaviour for every other texture type, where UV origin is bottom-left.

We could argue that, if we use your link as authoritative reference to design the display of the cubemap, it would indicate that the Positive-Y face should be shown at the top, but the UV-origin of the individual faces should be reversed by default.


This leads to a second point (maybe you would like to move it in a separate post?): The texture display currently offer a “vertical flip” button, but it does not offer feedback on the current state (i.e., wether origin is top or bottom), and I think that would be a great addition!

Thank you again for your time,

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