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Problems with TGA-Textures

Started by June 11, 2003 09:07 AM
1 comment, last by Hellhound 21 years, 8 months ago
Hi, hope someone can help me, i''ve trouble with an alpha based TGA-Texture... I want to design a sol-System demo, for that i''ve create the earth as quadric-sphere. Over that sphere i''ve wrapped a second sphere with a TGA-Texture to demonstrate some atmospheric effects. Up to that point all looks fine... The problem is, when i move the planet, the texture of the atmosphere begins to "waving" (it looks like a teardrop on a watersurface) when i move the object far from the viewers point along the negative z-axis. What i couldn''t understand is, that this effect starts only after some moving along the z-axis ... First i''ve thought that the problem could triggered by the texture filter (using mipmap), but it is definitly not the filter... Knows anyone a solution? Thx 4 help, Christian
Hmm, hard to say without screenshots, but it sounds like z-fighting. This is due to limited precision in the zbuffer giving incorrect depth sorting. Standard solutions - use higher bit depth z buffer or try pushing your near plane outwards.
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I played a game shadowbane and noticed the same problem. The walls in the game would get wavy and liquidy sometimes when I ran the game at a very high performance. I have really good hardware so it wasnt that. Wierd :/

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