Problems with TGA-Textures
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.
June 11, 2003 05:47 PM
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 :/
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement