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From: SourceForge.net <no...@so...> - 2007-07-10 23:19:41
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Bugs item #967641, was opened at 2004-06-06 08:21 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Flickering objects (shading?) Initial Comment: Using the 6/1/4 cvs version of Quesa, there are flickering (triangles?) objects in Nanosaur for Windows; these look like they might be "shadows" or other shading objects being drawn incorrectly. The version of Quesa I am using from 2/1/3 does not have these artifacts. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 16:19 Message: Logged In: YES user_id=433183 Originator: NO Too old, too vague, no response to the question. ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 16:30 Message: Logged In: YES user_id=439944 This is probably the depth buffer - we ask for a deeper buffer now than we used to and although GL should fall back automatically perhaps it's not on this machine. Can you try tweaking the depthBits value used in gldrawcontext_win_new in GLDrawContext.c, and see how using 16/24/32 affects it? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 |