I see something like undesired terrain vertex movement on the heights (for far mountains)
How do I fix it?
(See the video)
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Posted 22 April 2013 - 04:20 PM
@belfegor: What's the appropriate average far plane for FPS game?
I don't have problems when I make small terrain in 3Ds Max (size: 4000 x 4000).
However, If I made large terrain, like: 50,000 x 50,000 I get this problem.
Edited by Medo3337, 22 April 2013 - 08:31 PM.
Posted 23 April 2013 - 08:28 AM
Did you read the link you were provided ?
If you did, you would understand that the ratio between front/far Z-plane is too big - thus causing the Z-Buffer Shimmering.
Reduce the Far plane by at least a factor of 10.0f or increase the Near plane by at least a factor of 10.0f .
Yes, that means you will have to rescale the terrain and all objects to preserve the precision of Z-Buffer.
If you don't want to do that, your other option is to implement a Linear Z-Buffer - see http://www.mvps.org/directx/articles/linear_z/linearz.htm
If you don't want to do that either your last (and by far the easiest) option is to ignore the artifacts :-)
VladR My 3rd person action RPG on GreenLight: http://steamcommunity.com/sharedfiles/filedetails/?id=92951596