strange perspective effects
when I move an object far away in the screen, its borders became dentate... like this:
http://www.arconews.it/terminal/other/dist.jpg
perspective is set to nicest (or at least I think the line "glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);" means this)
since this isn''t really good looking, is there any way to fix it? O_o
You mean the teeth ? Depth buffer problem ;-)
The depth value is computed acording to near and far plane.
Also the size of the object does metter.
And the number of bits you use for the depth buffer.
If you are using 16b depth buffer, you can try 24b and this
error will propably disapear. However you''d better play with
near and far planes.
The depth value is computed acording to near and far plane.
Also the size of the object does metter.
And the number of bits you use for the depth buffer.
If you are using 16b depth buffer, you can try 24b and this
error will propably disapear. However you''d better play with
near and far planes.
void gluPerspective(
GLdouble fovy,
GLdouble aspect,
GLdouble zNear,
GLdouble zFar
);
change zNear, zFar
the depth bits are set in the PIXELFORMATDESCRIPTOR, where you''re creating your window
GLdouble fovy,
GLdouble aspect,
GLdouble zNear,
GLdouble zFar
);
change zNear, zFar
the depth bits are set in the PIXELFORMATDESCRIPTOR, where you''re creating your window
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