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Flickering Textures

Started by April 03, 2001 02:03 PM
6 comments, last by sunset 23 years, 10 months ago
I have a problems with my textures run wild when moving in a 3D Enviroment. They start flickering and when im far away from it hidden polygons are shining through them ! i have enabled dethtestig. Does anybody has a solution ?
What are you using??
openGL / D3D ... or is it just a game of someone else ?

your going to have to explain your self more...

mja
Mja@hetrix.com
Hetrix.com
ICQ: 95539717
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Sorry !

Looks like I forgot the Major Informations..

The game is using OpenGL and its my own game running on a Athlon/Geforce Combination !
The base code is taken from NeHe ---> Big Thx !

I''ve had exactly the same problem with flickering textures when depth testing is enabled. It all started when I installed the latest voodoo 3 drivers (version 1.07). Has anybody else experienced similar problems or even better got a solution?
Ive never had any problems like flickering textures using the NeHe code, but perhaps its a driver conflict or something liek that!

mja

Mja@hetrix.com
Herix.com
ICQ: 95539717

Edited by - mja on April 3, 2001 3:53:09 PM
could be the z-buffer precision...if 2 polygons are too close together, the z-buffer can''t accurately sort them and they end up with this "shredded" look, where it alternates between each polygon..if you''re standing still, the z-buffer will always calculate the pixels in the same order, so they don''t flicker..if you start moving, the z-buffer may recalculate the pixel depth in a slightly different order, therefore the flickering..the precision problem gets worse as you go into the distance, so that might explain why distant polygons fully pop in and out of each other, whereas the closer ones seem to flicker back and forth..

my first suggestion would be to check what your farplane is set to..the further the farplane, the less precise the z-buffer will be..if your farplane is set to 1000 units and your visibility is only 100 units you can understand where your precision is going

you can also request more bits for the z-buffer when you init your window, but you can''t guarantee the card will comply

"Like all good things, it starts with a monkey.."
"Like all good things, it starts with a monkey.."
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i don''t know for sure, but did u try mipmapping and glFlush()?

life is unfair, take advantage of it.
UNMB2 - if the link doesn''t work, try clicking it
life is unfair, take advantage of it.UNMB2 - if the link doesn't work, try clicking it :)
monkeymans correct check the faq http://www.frii.com/~martz/oglfaq/ section 12

http://members.xoom.com/myBollux

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