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Posted 23 July 2012 - 04:41 AM

Do you use backface culling? If two triangles get too close together, the z-buffer stops being able to reliably tell which one is in-front of the other one.
It looks like your outside purple tri and your inside yellow tri are becoming almost equal, and the z-buffer isn't able to reliably determine that the yelllow one should be on top. However, if back-face culling was enabled, then the (backwards facing) purple triangle would be rejected before rasterization occurs.

P.S. D3D9 isn't an unconventional choice -- it's the only choice (aside from OpenGL) for targeting SM3.0 (360/PS3 era) GPUs, D3D11 does not have a feature level for this class of GPU, for some stupid reason...


Posted 23 July 2012 - 04:35 AM

Do you use backface culling?