I’ve been struggling with this problem for a few days now.
I have a terrain engine, if I rotate the view (acutally I rotate the terrain) the ground shakes, the triangle vertices wobble slightly but enough to be annoying. There is no wobble if the view is static.
I’m fairly sure its a precision problem. I have converted all my calculations to double but it makes no difference. I know glvertex3d converts doubles to floats before rendering.
I think up until I send the vertices to be drawn they are perfectly accurate. I cant see how I can correct this. I thought maybe it was to do with my vertex values being too small and getting clipped so I tried scaling all my values up by a factor of 100 but it made no difference.
My terrain is made up of 4096x4096 quads. Each quad vertex has a spacing of 1 unit. Each unit represents 200 meters. The view is set at 3 meters above ground.
Incidently I wanted the view to be 2m above ground but lack of Z buffer precision prevents me from doing this (without reducing view distance). Anyone know if a 32bit Z-buffer card is on the horizon… Matt
Here is a wobble free screen shot http://planet3d.demonews.com/NewMEX0011.JPG
Thanks for any help.