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Triangle mesh legalities
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January 01, 2002 09:42 AM
The bottom method will always look at, since all triangles are connected. But it takes more faces. The top method relies onthe zbuffer to create the intersection. It''s quality highly depends on your near and far clipping ranges.
I''m not using a whole sphere! The sphere is already perfectly clipped to the plane. The problem isn''t zbuffer zigzaging(what you sometimes see in terrain with water demos), it''s zfighting, only on the pixel row of the circle.
January 01, 2002 01:04 PM
> I''m not using a whole sphere! The sphere is already perfectly clipped to the plane
Right. It *is* a zbuffer problem
You can''t position it ''perfectly'' on the plane, due to accuracy problems with floating point math. Try to make it float over the plane, just a tiny little bit. The effect should go away.
Right. It *is* a zbuffer problem
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