i think its a z-buffer problem, at least the asteroids look here that crappy and that looks like zbuffer artefacts for me. but without real code its nearly impossible to tell
"take a look around" - limp bizkit
www.google.com
interesting rendering problem...
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud
quote:
Original post by DDSquad
I lived in Budapest (district 2, 5 minute walk from Batthany ter.) during the 98-99 school year. I have also visited it often since then.
A good place... it wasn''t long ago, either. I live up in the hills of Buda. BTW, how off-topic are we?
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quote:
Original post by davepermen
i think its a z-buffer problem, at least the asteroids look here that crappy and that looks like zbuffer artefacts for me. but without real code its nearly impossible to tell
"take a look around" - limp bizkit
www.google.com
That''s another good idea. I could post some code for you to analyze. For example those parts that do opengl initializing and drawing, loading... it''s already too complex to understand the whole thing, at least in a reasonable amount of time.
Keep on brainstorming, people!
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brainstorming without any code is rather difficult. show it.
"take a look around" - limp bizkit
www.google.com
"take a look around" - limp bizkit
www.google.com
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud
I believe I''ve found the problem. As daveperman said, it''s a z-buffer problem. Basically, you''re setting your depth in ResizeScene to 10000 - which causes it to lose resolution with smaller polys.
I made three changes which *almost* eliminated the problems:
1) Set glDepthFunc to GL_LESS
2) Set depth buffer size to 32bits in pixel format descriptor
3) Set the depth from 10000 to 1000.
However, you should probably still try to make the depth lower still, 100 is generally a good value.
Hope this helps.
I made three changes which *almost* eliminated the problems:
1) Set glDepthFunc to GL_LESS
2) Set depth buffer size to 32bits in pixel format descriptor
3) Set the depth from 10000 to 1000.
However, you should probably still try to make the depth lower still, 100 is generally a good value.
Hope this helps.
and put the NEAR clipplane more far away. less than 1 is VERY VERY BAD for precision. it changes much more to change the near clipplane than moving the far clipplane. put it to one, or so. should solve much as well..
do you have backfaceculling? have to read again..
"take a look around" - limp bizkit
www.google.com
do you have backfaceculling? have to read again..
"take a look around" - limp bizkit
www.google.com
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud
quote:
Original post by davepermen
and put the NEAR clipplane more far away. less than 1 is VERY VERY BAD for precision. it changes much more to change the near clipplane than moving the far clipplane. put it to one, or so. should solve much as well..
do you have backfaceculling? have to read again..
Thx for this, 10000 was definately exaggerated for the far clippane. Changed it to 1000, near to 2.0, z-buffer to 32 bits. I have objects farther away than 100, so I have to keep the far value at 1000, at least.
Backface culling was the thing that I wanted to implement sometime... later. I think it's quite simple as long as I view everything from the top, like in 2D. What method/algorithm do you recommend?
thanks again,
cpu
[edited by - cpu on July 31, 2002 9:11:56 AM]
You don''t need an algorithm for backface culling, just let OGL do it for you.
Put this in your OpenGLWindow::InitGL function:
glEnable(GL_CULL_FACE);
I did it and now there''re absolutely no problems, it looks perfect!
Put this in your OpenGLWindow::InitGL function:
glEnable(GL_CULL_FACE);
I did it and now there''re absolutely no problems, it looks perfect!
quote:
Original post by Sibbo2001
You don''t need an algorithm for backface culling, just let OGL do it for you.
Put this in your OpenGLWindow::InitGL function:
glEnable(GL_CULL_FACE);
I did it and now there''re absolutely no problems, it looks perfect!
Thanks. I think I didn''t know the exact meaning and importance of backface culling.
This topic is closed to new replies.
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