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codingsolo

[Solved] Using mipmaps, but texture swimming results

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Currently we are experiencing an issue in our project that I cannot lay a finger on. All our rendering is done 100% on the programmable pipeline and with DirectX 9.0c. This image illustrates our problem: (Sorry for the small images, but the model has to be far away to produce the result.) When a model is further away from the camera, the shield and helm textures begin to swim, but not with valid texels. The DirectX SDK Viewer displays the models correctly from any distance, leading me to believe that it is not an artist error. This problem also manifested when on a flat box textured with a 2D map outline to determine our scale for the level when we took the camera to a topdown view and moved it extremely high, the texture on the box began to do the anomaly experienced with the shield. The far clip plane was defined as 100.0f, but even with a 1000.0f, the problem is still apparent at the same distance as when it is 100.0f. The problem is also quite visible on our main character's helmet at all times with the camera only being 10.0f away! Thank you for your time on this matter. Brandon [Edited by - codingsolo on May 26, 2007 9:50:22 AM]

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Looks like z-fighting to me. The far clip plane only has a minimal amount of affect on the precision of the zbuffer, instead try pushing the near plane out by quite a bit and see if you still get the same artifacts.

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Solved, thank you for the speedy response.

That is exactly what it was. The near plane was 0.1f and now it is 1.0f with splendid results.

Brandon

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