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panurge

Joined: 04 Jul 2009 Posts: 13
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Posted: Fri May 14, 2010 5:45 pm Post subject: How to avoid z-fighting? |
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Hi everyone. I'm creating a planet-generator, in the following way:
I put all the data in a two-dimensional array into the Z component of each vertex of a cube-mesh. This works pretty fine for creating mountains.
I create the sea by spawning a big flat mesh at Z=0.
When the camera moves, the intesection between the sea-mesh and the earth-mesh wobbles in a strange and annoying way. How can i aviod this?
Hope this is clear. I can't send you an editable file at the moment. I already tried checking and uncheckng "draw back face" and similar in the material options, but the prolem persists.
Thanks in advance! |
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Kjell

Joined: 23 Feb 2008 Posts: 854
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Posted: Fri May 14, 2010 6:10 pm Post subject: |
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Hi panurge,
Did you enable the Grid2DOnly checkbox of your MeshBox components?
If that doesn't solve it, try to reduce the Clipping range by adjusting the ClipNear / ClipFar properties on App. The smaller your range, the higher the "resolution" of the Z-Buffer will be for that range.
A screenshot or executable would make it easier to help
K |
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jph_wacheski

Joined: 16 Feb 2008 Posts: 768 Location: Toronto Canada
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Posted: Sat May 15, 2010 1:00 pm Post subject: |
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Sometimes if they are at the exact same place you can get this problem.
Off-setting one by a tinny amound may do it; z=-0.01; _________________ remember when we used to play?
iterationGAMES.com |
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panurge

Joined: 04 Jul 2009 Posts: 13
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Posted: Sat Jun 05, 2010 12:33 pm Post subject: |
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Thanks guys, sorry for answering so late, but i currently don't own an internet connection...
for the moment i simply avoided the problem by eliminating the 'sea'. Anyway, i'll post my project on these forums for you to see.
thank you again |
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