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Flickering large polygons

Started by Dennis Aug 28, 2000 at 4:57 AM 4 replies 750+ views
Original Post
Dennis
Dennis
The skybox in my Direct3D game is made of a few very large polygons and with some camera positions/rotations, a part of the large poly isn''t drawed. When I scale everything down I don''t have the problem, but I don''t want to have 1 meter equal 0.01 units. Is there another way to avoid this problem????? Dennis (Sorry for my horrible English)
X-Man
X-Man
I had that problem with Directx5RM, and had to break up the sky into smaller triangles. Because of speed problems, I later went for a horizon-only billboard over a blitted sky color. I ended up with a rotated 2D sky in the end since it was the fastest.

I think the problem is to do with multiple clipping edges, but not sure... Hope this helps...
maikgerth
maikgerth
switching off vsync be a reason ... just a guess
Ampere
Ampere
Have you checked your far clip plane?
Dennis
Dennis
Of course, the far clip plane!

Thanx a lot!
Knarkles
Knarkles
A related question:

Why are large polygons extremely slow? When I tried to do a skycube, or rather a "starcube" for my game engine, it slowed down to less than half FPS. What''s the problem?

-Jussi

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