thats a "line" vs "triangle" issue. if you want to fix this, you need to have a trident as mesh, it will fix your issue. But keep in kind that the very reason it was not made this way in the first place, its simply because it adds geometry that you would generally want to save for the stuffs that matters... Quick way to build it as mesh use LatheExtrusion to build it.
Fabrice On Apr 27, 2011, at 11:53 AM, Nikolay wrote: > Hi everyone, any help would be appreciated. > > I'm trying to make proper rendering of the Trident. > I have some complex 3d surfaces and they're intersecting the trident > axes: > somewhere parts of axes are inside the surface, somewhere they just > hided behind the surface due to camera angle. > Despite the case there are parts of each axis that must be hided and > parts that must be visible. > > When using Trident with Renderer.BASIC -- visibility of axes parts is > incorrect. > When using Trident with Renderer.CORRECT_Z_ORDER -- all parts of axes > are just pushed forward. > When using Trident with Renderer.INTERSECTING_OBJECTS -- range error > is thrown. > > In my case Renderer.CORRECT_Z_ORDER is needed. > Can anyone suggest me some less buggy Trident or which primitives to > use to make my own custom trident?
