Omeganaut is flickering like crazy when objects are at a distance of 100 to 500. And the objects are quite big and distant one from another, so it shouldn't happen like that. Here's how it looks:
https://gemoo.com/tools/upload-video/sh ... 2319210496
The problem is also very visible on the buildings that are intersecting the hill slopes.
So I tried a lot of things to repair that:
- Adjust clipNear/clipFar
- Use glhint to try to correct the perspective:
Code: Select all
const int GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50;
const int GL_NICEST = 0x1102;
const int GL_FASTEST = 0x1101;
void glHint(int target, int mode){}
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- Play in different game resolution, fullscreen or windowed, and on different devices
- Try things with models' RenderOrder
- Change shader's precision to highp
- ...
https://gemoo.com/tools/upload-video/sh ... 1716768768
So I wonder if the preview mode is rendering things differently than the release mode... Is that possible?
Edit for precision:
- Both videos were taken on the exact same computer
- Flickering happens on every devices (computer or android) in release mode
- No flickering happens in preview mode, regardless of the computer