Original Post
When I render my scenes, I allways observe that failures happen when rendering quads or triangles. This failures are like that, one quad that touch the other, cannot fill correctly the space between them. So if I fill my space with glClearColor( 0.0, 1.0, 0.0, 1.0 ); little squares appear between the primitives. This happen depending on the camera angle. On some angles everything is ok, but others, I can see 3, 4, 5 of this points. How do I solve this? This is a picture of this problem. Is not very descriptive, but give an ideia: normal
with failure
Note that this numbers rotate in x axys. While they rotate, the spaces appear.
with failure
Note that this numbers rotate in x axys. While they rotate, the spaces appear.
