You can see my problem in this video. The surfaces of the objects shine through when I move further away. I have already separated the inside and the outside object. And I've already tried all of the filters. I also tried to increase the number of vertics. I also experimented with the deep buffer flags. But nothing helps. The object is self-assembled.
https://youtu.be/_P1SbE5LydU
Please Help ... TFT
[DONE] Flicker problem , see the Video
[DONE] Flicker problem , see the Video
Last edited by tft on Fri Apr 30, 2021 9:18 pm, edited 1 time in total.
TFT seid 1989
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Re: Flicker problem , see the Video
We can't see well on your video, but I think it's a z-fighting problem:
https://en.wikipedia.org/wiki/Z-fighting
the geometry of your mesh must contain close parallel planes
how did you build it ?
https://en.wikipedia.org/wiki/Z-fighting
the geometry of your mesh must contain close parallel planes
how did you build it ?
Re: Flicker problem , see the Video
Thanks for the link. I know this phenomenon. This often occurs when two surfaces argue about the dominance of the representation. The areas that are affected are clearly more than 0.1 world units apart. But what I can imagine. That I forgot something when creating the object. I set the vertex list and face list. Since I don't use lighting, the normal = 0. Do I still need something?
TFT seid 1989
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ARDUINO Freak
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ARDUINO Freak
Re: Flicker problem , see the Video
The longer I look at this. the sooner I think this is not a Z-Buffer but a Z-Order problem. Because both objects are at the same coordinate. But even if I make both objects into one, the problem remains.
TFT seid 1989
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ARDUINO Freak
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Re: Flicker problem , see the Video
- it is not the distance between the surfaces that counts, but the ratio of the distance between the surfaces / disatance of the camera
- normals have nothing to do with it
- z-order ?? I think it's the z-buffer
send me a screenshot in wireframe mode (CameraRenderMode)
or give me the code to create your mesh
- normals have nothing to do with it
- z-order ?? I think it's the z-buffer
send me a screenshot in wireframe mode (CameraRenderMode)
or give me the code to create your mesh
Re: Flicker problem , see the Video
In my Video on this Day, you can see wat the problem it is. 2 standart CubeMesh Entity his distanze are 5 World points. At Time 30:40
https://www.youtube.com/watch?v=csLxCTb6uf8
https://www.youtube.com/watch?v=csLxCTb6uf8
TFT seid 1989
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ARDUINO Freak
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ARDUINO Freak
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Re: Flicker problem , see the Video
yes I saw (minute 30)
- test with a smaller value, of the "far" parameter of camerarange
(or maybe your world is too big)
- test with a smaller value, of the "far" parameter of camerarange
(or maybe your world is too big)
Re: Flicker problem , see the Video
Thank you for the Idee. Camera Range ....... The Problem was the Neer Parameter ..... i Am Fix anather problem with Sprite. I am Set CameraRange (Camera,0.0001, 10000) . I am set This to 0.05,2000. Thank you vor the Gool.
THX TFT
THX TFT
TFT seid 1989
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ARDUINO Freak
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ARDUINO Freak
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Re: [DONE] Flicker problem , see the Video
cool
I think it's the far/near ratio that counts
I think it's the far/near ratio that counts