On 5-Dec-06, at 10:59 PM, Craig Macomber wrote:
I have many rendered objects that are close together, (HUD, world
(Tunnel), and shadows) which are having clipping issues. I believe
this is called Z fighting. My Shadows (even if I make then quite
far apart, like almost 1% of my entire scene depth)
To improve this, I have tried increasing the hither, decreasing the
yon, removing my furthest objects (making the scene 1/5 as deep),
changing the texture sizes, and nothing helped other than simply
turning off the alpha mask for the tunnel.
A picture can be found at http://img215.imageshack.us/img215/7946/
clipbuguv6.jpg
This doesn't look like z fighting, but rather an artifact of Quesa's
per-triangle sort. The shot in the lower left kinda gives this away,
and the fact that it goes away when you turn off the tunnel's alpha
confirms it. The clipping is simply caused by a big triangle (part of
the tunnel) drawing on top of everything else, because it has been
determined to be "in front" - sorting big triangles is tricky, and
Quesa doesn't accept sorting hints so you're stuck with whatever it
gives you.
The tunnel seems to be the cause. When even one of the objects
passes over one of the edges between the triangles it has the
problem. If I turn the Alpha mask off on the tunnel the problem is
fixed, but I don't want to do that.
If you can get away with using a 1 bit alpha test on the tunnel
instead of a full alpha blend that should "fix" the problem at the
cost of image quality. Other than that there's not much that can be
done short of hacking Quesa.
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|