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ChristOwnsMe

Patch Rendering Issue

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Hello. I am having a rendering glitch when rendering a chunked LOD Patch. I have attached a link to an image of the issue.

http://imgbin.org/index.php?page=image&id=8328

Every patch that is rendered has multiple lines being drawn to the origin of the planet. So the more patches crated, the more lines that are drawn. The patch data is generated from bottom to top. I have looked at my vertex and indice data and I don't see any reason this would be happening. I have attached below the indice and vertex array as well. I realize is long, but I thought it may be useful as I may be missing something. I can't think of how to go about fixing/testing this. Thank you for any help.



Indices(beginning 9 and ending 9)

[0] 0 int
[1] 10 int
[2] 11 int
[3] 0 int
[4] 11 int
[5] 1 int
[6] 1 int
[7] 11 int
[8] 12 int
[9] 1 int
...
[591] 108 int
[592] 119 int
[593] 109 int
[594] 110 int
[595] 120 int
[596] 121 int
[597] 110 int
[598] 121 int
[599] 111 int

Vertices(beginning 6 and ending 6)


+ [0] {Position:{X:6000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [1] {Position:{X:5333334 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [2] {Position:{X:4666667 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [3] {Position:{X:4000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [4] {Position:{X:3333334 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [5] {Position:{X:2666667 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [6] {Position:{X:2000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
.............................
+ [94] {Position:{X:3333334 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [95] {Position:{X:2666667 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [96] {Position:{X:2000000 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [97] {Position:{X:1333333 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [98] {Position:{X:666666.6 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [99] {Position:{X:0 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor

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It looks like your indices are attempting to access vertices that don't exist. For example Indices[591] accesses Vertices[108]. But you only have 100 total vertices.(Index out of Bounds) I've had exactly the same problem before, and have seen the geometry converge on a point like that. However you are generating your indices is where I'd think the problem is. It looks like you have forgotten to not "reach" across edges on one axis.

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