D3DXMESH shimmering effect...
hi,
I''ve been noticing some strange shimmering effects with the D3DXMESH objects in Direct3D8... anyone else seen them?
It tends to occur worst when I use a 16bit colour depth (+16bit ZB)... and where the geometry is "thin"...
I know it sounds really really vague, but if you''ve seen it then you''ll know what I mean!! I hope!
If anyone does know what the heck I''m on about, have you found a way to reduce it / eliminate it??
many thanks,
Jack;
This is well know and is called "Z fighting"
this is a z buffer trouble. Search about "Z fighting" in the post you will find a lot of topic that will answer to you better then I can.
Dan
this is a z buffer trouble. Search about "Z fighting" in the post you will find a lot of topic that will answer to you better then I can.
Dan
thanks for the information...
I''ll have a look into this z-fighting (I have heard of it)... it''s quite annoying =)
Jack;
I''ll have a look into this z-fighting (I have heard of it)... it''s quite annoying =)
Jack;
32 or 24 bit Z buffer can help but you can''t be sure you will get it on the player''s machine.
W buffer might be the solution but it isn''t allowed also on all 3d card.
the fastest way seem to have a small range for near and far plane and also not to close from the camera. (Ie: 0.01-> 40000.0 will surely trow you in Z fighting trouble)
I personnaly use 3->9000 for exterior and this seem to work.
Dan
W buffer might be the solution but it isn''t allowed also on all 3d card.
the fastest way seem to have a small range for near and far plane and also not to close from the camera. (Ie: 0.01-> 40000.0 will surely trow you in Z fighting trouble)
I personnaly use 3->9000 for exterior and this seem to work.
Dan
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement