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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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CatmanFS

Rendering Problem

4 posts in this topic

I have an issue trying to render objects.

 

 

As you can see the object in question is the terrain, it's one solid mesh, part of a siplay list added in immediate mode. Parts of the terrain that overlap itself are rendered partially and you can clearly see the terrain behind the hill in the image.

 

I've tried different combintations of culling faces and depth testing, but nothing seems to work.

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I'd say it looks like half the normals have the opposite direction from what you want, which would explain why nothing you do seems to work (since half of them will always be wrong). Check your terrain loading/normal calculation code, or perhaps the model itself could have bad normals?

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Nope, the normals are all ok, seems this would be the problem, because I was having similar issues with a mesh that had reversed normals and it wasn't displaying correctly. At one point I was using double sided lighting, and the problem went away, but for the life of me I can't get it to work again.

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I tried increasing the resolution of the depth buffer, and larger objects with further away overlapping pieces seem to have the same problem.

 

Here is another picture, more close up of the triangles in question.

I know it has something to do with lighting, on a model of a plane I have the back faces seem to want to render over the nearer ones.

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