Title: RE: [JAVA3D] bad striped appearance--where's W-Buffering?
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From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]]On Behalf Of Smith, Daniel
Sent: Thursday, May 02, 2002 8:18 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] bad striped appearance--where's W-Buffering?

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.

Out of my own curiosity, would the polygon offset values have any effect here, or does that attribute only come into lay when polygons are truly co-planar?

Simeon

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