A screenshot of the error would help a lot. I suspect z-fighting of some sort given the information you gave us so far.
On 13 Jun., 23:30, Samsyn <d...@synthetic-reality.com> wrote: > and no, it's not 'the last triangle in the mesh' Seems fairly evenly > distributed in that way, so I no longer blame my ShortBuffer (at least > not in that way). > > It does maybe have a sweet spot though. the last few failures I have > seen have all occured when looking just shy of due east (88 degrees > from north, where north in my coord system is (0, 0, -1); so the > failure is when looking about (.9, 0, 0 ). > > But now I have a cool texture diagnostic mode to more easily identify > exactly which triangle I am looking at, so that's nice :-) > > I know, I will just prevent the camera from looking in that > direction! turn turn SNAP turn turn SNAP. I can have a little on- > shoulder-conscience-pet that hits you in the head when you get close > to looking in the bad direction. > > The actual visual defect looks more like a triangle that is > intersecting the near plane, more so than simply gone. But there is > no way this triangle would be intersecting the near plane. It's like > one of the verts is suddenly mis-placed "behind the camera" (again, > static vertex buffer, the vert has not really moved, only the camera > has moved). Well, only the transform has changed. > > Definitely a bug, just only 99% sure it's not mine :-) > > ON another note, I think this game just started to be fun today. > Which is to say, it's now possible to get killed if you're not > careful. Plus the code is still young enough that's it's all pretty > and organized and easy to understand. > > On Jun 13, 1:34 pm, Samsyn <d...@synthetic-reality.com> wrote: > > > Well, with that special hubris that comes just before you realize you > > did something super stupid: > > > "no, the code is PERFECT!" > > > :-) > > > For some reason, I found some other threads talking about this (sort > > of) AFTER making my post (I looked first, honest!), but I guess those > > were sort of off-topic comments, so maybe a new post just for this is > > not a huge sin. > > > I should mention I do not have the issue in the emulator (when I can > > stomach running at 4 fps), just on my Droid. (and maybe not on the > > Eris, the only other test phone I have), so this might be a Droid- > > specific issue. > > > So far, I have only noticed it on my terrain, though the same code is > > used to render other meshes in the game (the poseable-skeleton > > characters, for example). It's possible it happens there as well and > > I just haven't noticed yet (I mean, if it's a Droid bug, I would think > > it would have some probability of happening on any of my meshes). But > > the terrain mesh has fairly large triangles, which is why I am willing > > to suspect a math overflow issue. Still, lots of nearby triangles, > > sharing the same verts, will be non-problematic. > > > I guess the most LIKELY explanation would be the short index buffer. > > something like the first or last entry in the list, maybe. > > > I lied a little implying there was just one terrain mesh, when really > > the full terrain is tiled with multiple meshes, and I haven't tried > > using goofy texturing to help identify if this is always a particular > > corner of such a mesh (i.e. first/last triangle). I guess I will try > > that now. > > > But to answer your question, I pass the gl check stuff when I turn it > > on. > > > And again, all the buffers are completely static, so their content > > should not be flakily changing. If I had bad numbers in the buffers, > > I would expect the problem to be pretty constant. > > > - Dan > > > On Jun 13, 1:21 pm, Frank Weiss <fewe...@gmail.com> wrote: > > > > I'm no GL expert by far, but is there possibly a debug or logging mode > > > which might expose a calculation or data error?- Hide quoted text - > > > - Show quoted text - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en