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.
>>
>>
>>
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>
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