Classic z-buffer problem. A few things to do. The post about the clipping plane was right--the narrower your clipping plane, the more precise z-buffering will be. Increase your near plane, decrease your far plane.
The actually numbers you use for front/near planes dont' matter, it's all relative to the scale of your world. If you model down to a resolution of say quarter inches, don't set your clipping plane to several miles and expect to have good z-buffering.
Also, avoid polys perpendicular to the same plane that are stacked on top of each other... that's where the most obvious problems will show. It's much less noticable when polys intersect.
W-Buffering really goes a long way to take care of this in D3D and OpenGL, with much more accurate z-buffering and depth sorting, but I haven't seen mention of W-Buffering in J3D yet (anyone from Sun care to respond to that?)
Scott
Virtopia 2 3D Project
http://vp2.onebigvillage.com
-----Original Message-----
From: Justin Couch [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, May 01, 2002 5:54 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] bad striped appearance
Copps, Kevin D wrote:
> What is the cause? And what is the best way to insure it doesn't happen?
Classic case of Z-buffer tearing.
I thought I had a question about this in the FAQ, but can't seem to find
it. Must fix....
--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler http://www.yumetech.com/
Author, Java 3D FAQ Maintainer http://www.j3d.org/
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