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water problems

Started by Pingvin 7 replies 350+ views
Original Post
Pingvin
Pingvin
hello, I have this problem adding water to my scene. Im a beginner so I thought a big quad would be a good start. This is how it looks with deaphtesting.(The surface is a bezierpatch) The curve of intersection doesnt look very nice. Have you had any similiar problems?
cowsarenotevil
cowsarenotevil
In your gluperspective the znear param (one of the last ones) must be below 1. Raise it to at least one.

-~-The Cow of Darkness-~-
-~-The Cow of Darkness-~-
GreatOne
GreatOne
Yeah, I''ve had that same kind of thing happen with my own water surface if its view from far away on my geforce4 ti. I think its largly graphics card specific, because under the same conditions, it did not happen on my friend''s Radeon8500. You can combat this with some software filtering tricks, but I''m not real familiar with them.
-------------------Realm Games Company
blizzard999
blizzard999
It seems a Z-buffer problem: try to decrease the ratio Zfar/Znear and/or increase Z-buffer bit depth (for example 32 bit instead of 16)...both the solution increase the bit-resolution for a Z-unit
blizzard999
blizzard999
It seems a Z-buffer problem: try to decrease the ratio Zfar/Znear and/or increase Z-buffer bit depth (for example 32 bit instead of 16)...both the solution increase the bit-resolution for a Z-unit
rexizt
rexizt
increase your znear
"may the source be with you"
Pingvin
Pingvin
thx all! problem solved.
Basiror
Basiror
summary:

increase your near clipping plane distance (i use 24 or 32)

increase your depthbuffer use 24 or 32 bits
(someone told me that 32 bits are not supported on all cards or at all)

do gf4 ti cards support 32?
http://www.8ung.at/basiror/theironcross.html

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