Wierd culling problem
Hi, i've started working on the terrain rendering part of my code base and have found a wierd error.
When the terrain is looked at in the positive Z axis (camera looking at +Z), the terrain seems to be half transparent:
The next shot shows the terrain looking from the other side (camera looking at -Z), the terrain is fine.
Now, the most wierd part of this is that when i look at the +X axis, the terrain renders fine on one half, and bizarrely on the other!
I have disabled culling and the results are the same. Even in wireframe, the same thing happens.
Can anyone tell me what this problem is coming from? I'm really stuck atm.
Are you not writing to the depth buffer? Are you not testing against the depth buffer when rendering?
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