I'm noticing that the bitmap texture in away3d lite has errors when a
poly is facing nearly perpendicular to the camera..  is this a
rounding issue when doing the triangle fills?

For this test, I made a uv map that was just blue and red.
Theoretically, the entire object is supposed to be blue.  The space
outside the poly is filled with red.  Just for safety, the polys are
filled with blue, and extended a little beyond the poly bounds on the
uv, to make sure the red doesn't bleed through due to resize
smoothing.

Still, I'm noticing the red showing through what seem to be "cracks"
between the polys.

Has this been addressed in a recent fix?  I'm running away3dlite that
I checked out about a month ago.

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