Jim Wilson wrote: > The problem with the 2D panel mapped to the cockpit had been there > since Andy added that capability...but now I don't see it anymore. > I'm sure it was there fairly recently, within the last month anyway. > Are you seeing it with current code David?
It's related to depth buffer precision. On my Geforce cards (2MX and 3), it never happens with the 24 bit depth buffer you get by default at 32bpp. At 16bpp, it picks a slimmer depth buffer (probably 16 bit) and the texture layers bleed through. The code is using a pretty big argument to glPolygonOffset, and I've never investigated how small it can be. If someone has a little time the next time they see this issue, try changing the value of POFF_UNITS at the top of Cockpit/panel.cxx. Decrease it until the textures *just* start to interfere with each other, and post the value that works for you. Andy -- Andrew J. Ross NextBus Information Systems Senior Software Engineer Emeryville, CA [EMAIL PROTECTED] http://www.nextbus.com "Men go crazy in conflagrations. They only get better one by one." - Sting (misquoted) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
