When I draw two intersection surfaces, I found that there is a visual error occured in intersection lines of the surfaces,and the shapes look like “sawtooth” from different observed angle.
How to solve this problem, or when I draw two intersection objects, I hope there is smooth in intersection.
Yes, what he is describing are artifacts due to the finite precision of the depth buffer.
You can minimize these artifacts by being sure to use a 24 bit depth buffer (instead of 16 bit), but the best solution is to avoid intersecting geometry altogether.
Can you describe why this situation is coming up? Perhaps we can help eliminate it.
Originally posted by Zeno:
[b]
You can minimize these artifacts by being sure to use a 24 bit depth buffer (instead of 16 bit), but the best solution is to avoid intersecting geometry altogether.
– Zeno[/b]
I have to draw some intersection objects.But when they are rotated, some visual errors occured at some viewing angle. It is a bad thing.
I can not draw them using polygon offset,because it seems not to ne real.
Zeno and dorbie already told you how.
Make the zFar/zNear ratio in your frustum as small as possible and use a depth buffer with 24 bits if you have used 16 bits so far.
[This message has been edited by Relic (edited 10-29-2002).]