Hi Christian,
I really doubt you have a general z-buffer issue, but from the
pictures is looks like you have problems with geometry that is
overlapping that shouldn't be. Any chance that you are accidentally
creating quads that overlap in your code?
Robert.
On Sun, Jun 14, 2009 at 11:06 PM,
Hi, thanks for all the reply
like colin noted, the render problem vanished as i stripped off the offsets
which caused the large coordinates and work now with localized coordinates.
if i ever need to display the real coordinates in an text-insert, i can re-add
the stripped offset before display
i forgot three things to mention:
1.)
as i mentioned above, i place adjacent trees into one geometry.
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads )
entries. but i use only one primitiveSet to construct the geometry. i hope this
is okay.
Sorry, for another posting:
i just tested the original one drawable per tree implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.
thanks in advance,
christian
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