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From: Tom S. <to...@as...> - 2004-02-20 12:48:58
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>When the view orientation is such that some faces of a cube lie in a >plane exactly perpendicular to the window plane, Quesa seems to have >trouble matching the correct colour specified to the face. >Hmm, does the problem vary depending on the viewing angle? I.e., if you >rotate the cube it appears to work at some angles but not others? Yes. The problem always occured (colours swapping back and forth between the faces) at angles where a face was in a plane perpendicular to the screen. Other angles (eg. an 'isometric view') were much more stable. I have done more experimenting and have found 2 workarounds: 1) Turning Backface Culling off 2) Use a triMesh cube with 24 vertices, four per face I had been using 8 vertices for (I had assumed) max. efficiency. In testing I found that using the 24-vertex trimeshes made no difference whatsoever to the frame rate over using 8-vertex trimeshes, so for my purposes, this workaround is perfect. >Could you extract the cube into a 3DMF model that can be loaded up into >Geom Test? That would be of great help in debugging it, as we can then >look at just the geometry independently of anything else that's been >submitted. >If you could log a bug with these details, it can go on the todo list to >look at. Ok, would you still like the bug to be logged in light of the two work-arounds suggested above? Tom |