Flickering large polygons
The skybox in my Direct3D game is made of a few very large polygons and with some camera positions/rotations, a part of the large poly isn''t drawed. When I scale everything down I don''t have the problem, but I don''t want to have 1 meter equal 0.01 units. Is there another way to avoid this problem?????
Dennis
(Sorry for my horrible English)
I had that problem with Directx5RM, and had to break up the sky into smaller triangles. Because of speed problems, I later went for a horizon-only billboard over a blitted sky color. I ended up with a rotated 2D sky in the end since it was the fastest.
I think the problem is to do with multiple clipping edges, but not sure... Hope this helps...
I think the problem is to do with multiple clipping edges, but not sure... Hope this helps...
A related question:
Why are large polygons extremely slow? When I tried to do a skycube, or rather a "starcube" for my game engine, it slowed down to less than half FPS. What''s the problem?
-Jussi
Why are large polygons extremely slow? When I tried to do a skycube, or rather a "starcube" for my game engine, it slowed down to less than half FPS. What''s the problem?
-Jussi
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