Advertisement Jump to content


This topic is now archived and is closed to further replies.


SOMEBODY HELP!!!!!!!!!!!!!!!!!!!!!!!!! DIRECT3D stuff

This topic is 6894 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Direct 3D 7.0 Immediate Mode when i push a 3d mesh far away while animating(or even translating it on the timekey) from the viewport camera the polygons begin to disappear.this makes it look real crappy this doesen''t happen in case of microsoft''s meshes(heli.x). even two boxes close to each other reveal this artifact. should i use the w-buffer?? Please give me the reason to this problem and how do i fix it????

Share this post

Link to post
Share on other sites
I''m not sure exactly what your problem is. Is it that polygons seem to poke through each other when rendered at a distance, or do they simply vanish?

If they vanish then I would say that you have set the far clipping plane to close to the camera.

If they poke through, then you have z-buffer aliasing, this can be somewhat remedied by shrinking the distance between near and far clipping plane.

The w-buffer can also lessen depthaliasing at far distances but at the same time it increases the aliasing a near distances. You will have to compare w-buffer against z-buffer to see which is better. Keep in mind that w-buffer is not widely supported by hardware accelerators yet.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!