Skip to main content
gamedev.net
🔒 Locked

Polygon Splitting = Float Imprecision ?

Started by Poya Oct 2, 2002 at 12:46 PM 5 replies 850+ views
Original Post
Poya
Poya
Hi I have been working on a leafy BSP. It''s all working very well except that when I run through the level I can see very tiny holes where the back-ground color is showing. They are very small and when you walk through the level different ones pop up. Sort of like an old grainy film. The holes seem to pop around distinctive lines which I assume to be where the polygons are splitted in the BSP. The only conclusion I can come up with is that this is some sort of float precision issue. I don''t see why though, since the polygon splitting function assigns the exact same coordinates along the splitting plane to the right and left polygons. I checked them manually by outputting the splitted polygons'' coordinates to the console, and the shared edges have identical vertex positions. So I really don''t see why I''m getting tiny gaps in the level. Has anyone ran into a similar problem or can guess why this is happening and how I could possibly fix it? Thanks in advance, Poya
Neosmyle
Neosmyle
Look up GL_CLAMP and GL_CLAMP_TO_EDGE.
Poya
Poya
as far as I understand GL_CLAMP, GL_CLAMP_TO_EDGE are related to texturing and so would not effect my situation. btw I''m using Direct3D. There is a render flag, D3DRS_LASTPIXEL which is supposed to turn on/off the last pixel in a triangle. I set it to both TRUE and FALSE, but it didn''t change anything.

Ummm, Mr. Anonymous Poster Could you give me a bit more detail about this "crossing the T" problem? perhaps a web link? I tried searching for it on google but had no luck.

Thanks

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.