[PyOpenGL-Users] Re: Flickering at the edge of quads (2d map tiles)
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From: Eric B. <er...@bi...> - 2004-05-03 15:35:13
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Sorry, I should have included more information. I'm using glOrtho2D, and I am already doing glDisable(GL_DEPTH_TEST). The quads aren't overlapping by any finite amount, but they will have vertices with the same coordinates as their neighbors. Reto Spoerri wrote: > 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 > > |