Re: [PyOpenGL-Users] Flickering at the edge of quads (2d map tiles)
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From: Reto S. <rsp...@no...> - 2004-05-03 08:25:36
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Hello, Do you maybe have 2 quads overlaying? (example one @ high 1.0 other @ high 1.1). This sometimes creates a "flickering" effect. In this case OpenGL is not able to determine which object is closer because is has only a limited amount for zbuffer (256values?). You could try to glDisable(GL_DEPTH_TEST) for a test. If the problem does not occur anymore, you mabe have a to large rendering depth (bad example gluPerspective(60, 1.3, 10., 10000000.0)). I hope this helps Reto On Sunday 02 May 2004 21.52, Eric Burgess wrote: > I'm using textured quads as map tiles in a 2D top-view game. I get > "flickering" at the right and bottom edges of the tiles. Depending on > how far in/out the map is zoomed, the effect is better or worse. I > changed the texture coordinates from 1.0 to 0.98 in those vertices, and > it helped a little, but not much. I'm sure there's a better > solution...can anyone enlighten me? > > Right now I'm using GL_NEAREST_MIPMAP_LINEAR for the minifying filter, > but I've tried the others too and I still have the problem. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users -- ---------------------------------------------------------------------- Reto Spoerri rspoerri(ad)nouser.org http://www.nouser.org/ www.knoppix.tv knoppix on tv? |