Timeline for Triangles go missing as Z changes
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 7, 2018 at 13:18 | history | edited | Pikalek | removed blacklisted tag | |
| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Nov 30, 2014 at 7:39 | comment | added | legends2k | This tutorial explains the exact same issue and gives a decent solution. | |
| Nov 17, 2014 at 14:56 | history | tweeted | twitter.com/#!/StackGameDev/status/534359317193822208 | ||
| Nov 17, 2014 at 12:05 | vote | accept | legends2k | ||
| Nov 17, 2014 at 11:59 | answer | added | Qwerty | timeline score: 6 | |
| Nov 16, 2014 at 9:52 | comment | added | legends2k | @Qwerty I was able to find a related question here with your input. Related: gamedev.stackexchange.com/questions/82950/…. | |
| Nov 16, 2014 at 9:35 | comment | added | legends2k | Hey, I tried your suggestion and it seems to work! My near and far were 0.001f and 5000.0f, changing them to 100.0f and 2000.0f makes the issue vanish. Could you please post this as an answer and some material for me to read on this to understand the reason clearly? | |
| Nov 16, 2014 at 9:13 | comment | added | Qwerty | it could be Z-fighting (depth buffer conflict). Z buffer usually has quite low depth resolution, so if your far plane is far, and you are far away from it, the faraway bins of the depth buffer will include a lot of space. You could try turning backface cull on; increasing depth buffer resolution; or making the far plane closer. | |
| Nov 16, 2014 at 8:50 | history | edited | legends2k | CC BY-SA 3.0 | clarified detail |
| Nov 16, 2014 at 8:45 | history | asked | legends2k | CC BY-SA 3.0 |