The Caanoo's z-depth buffer is no good, so polygons that lay over each other have a tendency to flicker through each other. Crow and I have put in about a week of work trying to minimize this. <_<kayuz said:
You shouldn't keep polygons too close together despite the z-buffer being good or not. For overlays and stuff like that you should try to keep them a few units away from the surface it should be covering. Generally it can help to adjust the camera's min range to rid of the flickering of polygons overlapping each other.traylorpark said:The Caanoo's z-depth buffer is no good, so polygons that lay over each other have a tendency to flicker through each other. Crow and I have put in about a week of work trying to minimize this. <_<kayuz said:
No problem I've been working on a bunch of 3d games over the years in low-end 3d engines so I have dealt with the problem myself many times.traylorpark said:Hey, that's really good advice! Thanks a lot!
According to the manual "each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices." So it should only offset the depth value, but as i understand it, your problem is that there is not enough resolution in the depth buffer, right? Or is it an entire object you are offsetting?crow_riot said:yeh, now i'm back from festival trip. exhausted but now i hope work will continue as before.
i've tried to use glPolygonOffset to get rid off the flickering issue, but it's not working on the caanoo - just another issue of the incomplete GLES drivers :-(
but peter did a great job fixing the map and now it looks awesome!
doesnt matter what i put in the depth func, the polygons were co-planar and thus started to flicker no matter using GL_LESS or GL_EQUAL.Don Miguel said:Err...
Which GL_DEPTH_TEST do you use? What do you put into glDepthFunc( ) ?
In AAAA we use distance 6553 from camera to the "screen".
And it's very useful to pull vertexes in the direction of light normal.
yeah i'm using that, just a typo.Ziz said:What's about GL_LEQUAL? ^_^
I don't want to sounds stupid (too late), but sorting vertices... huh? Why do you sort the vertices? What do you sort, and what do you gain?Ziz said:What's about GL_LEQUAL? ^_^
And do you choose a stable sort algorithm?
That means, if you put the variables a,b,c on the stack with the values a=2, b=3 and c=2, that the order stays intact, so that the sorted row would be:
a,c,b (and not maybe c,a, B) .
I hope you sort your vertices / meshes in general...
Err... Did you mean to sort faces, right?u9i said:I don't want to sounds stupid (too late), but sorting vertices... huh? Why do you sort the vertices? What do you sort, and what do you gain?
Indeed. <_<Don Miguel said:
traylorpark is the art guy - so i'll leave that up to him if he want's to share some screenshots/pictures. and yes, he's using blender.Don Miguel said:
There's not much to play until the games are actually finished and bug fixed.kayuz said:i have a question: when we play video games in the competition?
I like so much the competition but i won't wait too for play these fantastic games