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From: Erik H. <er...@eh...> - 2001-08-26 14:15:36
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> > > > I'd be happy with a pat answer. "Homnna homna homna" doesn't cut it when > > somebody asks. As trivial as it might seem to us, its a big honkin' issue > > in a pink tutu stoking a di'napoli and guzzling cheap gin to somebody off > > the street > > The problem is that if two verticies that area supposed to be > coincident go through two *different* transformations they don't > always end up exactly the same place. It wouldn't be a problem with > infinite precision math, but we are stuck doing this with floats > because that is what opengl uses interenally. Given the lack of > precision floats, by the time you transform the two points to screen > space, one could get rounded up, the other down and then you could see > a pixel wide gap flicker between the two objects. So trying to hide the effect is by far the best solution for this. Erik |