Hi all,
I've a problem involved with meshes (TGLFreeFrom) visualization.
This is issue is evidenced at different camera distance.
More is the distance of camera from target more are ugly defects in mesh visualization:
Hi what's you scene's settings DethOfView (Viewer/Camera) --> min 1000 NearPlaneBias (Viewer/Camera) --> set to min 0.001 to 0.00001 Buffer.DepthPrecision --> Try to set to dp32bits Buffer.DepthTest --> True Buffer.FaceCulling --> True FreeForm or Parent object.ObjectSorting --> try to set to osRenderFarthestFirst
* FreeForm or Parent object..VisibilityCulling --> try set to vcObjectBased or vcHierarchical
you can also try to set in Viewer.Buffer.ContextOptions this param :
* roTwoSideLighting
Your objects seems to be very close to each others so when objects are far, objects rendering can overlapping. This the scratches we can see.
Cheers
Jérôme
Last edit: Jerome.D (BeanzMaster) 2020-03-01
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Hi all,
I've a problem involved with meshes (TGLFreeFrom) visualization.
This is issue is evidenced at different camera distance.
More is the distance of camera from target more are ugly defects in mesh visualization:
https://youtu.be/h20KgOC18uI
When camera is veri close to object the mesh visualizzation is better.
Have you any suggestion about that ?
Thank you very much!!!
Best regards,
Silverio
Hi what's you scene's settings
DethOfView (Viewer/Camera) --> min 1000
NearPlaneBias (Viewer/Camera) --> set to min 0.001 to 0.00001
Buffer.DepthPrecision --> Try to set to dp32bits
Buffer.DepthTest --> True
Buffer.FaceCulling --> True
FreeForm or Parent object.ObjectSorting --> try to set to osRenderFarthestFirst
* FreeForm or Parent object..VisibilityCulling --> try set to vcObjectBased or vcHierarchical
you can also try to set in Viewer.Buffer.ContextOptions this param :
* roTwoSideLighting
Your objects seems to be very close to each others so when objects are far, objects rendering can overlapping. This the scratches we can see.
Cheers
Jérôme
Last edit: Jerome.D (BeanzMaster) 2020-03-01
These are my at moment settings:
Camera info:
DepthOfView := 100000;
NearPlaneBias := 1;
PS: decreasing NearPlanesBias to 0.001 the issue defects increases.
Using NearPlanesBias to 10 the quality improves a lot.
Buffer.DepthPrecision is set to dpDefaults.
I've got a lot of issues with dp32 bits when OpenGL is running in Intel embedded GPUs.
Buffer.DelpthTest := True;
Buffer.FaceCulling := True;
Seem work on NearPlaneBias is the right way :)