Z-fighting issues - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Technical Support (https://www.frictionalgames.com/forum/forum-57.html) +--- Forum: Technical Support - Penumbra Series (https://www.frictionalgames.com/forum/forum-22.html) +--- Thread: Z-fighting issues (/thread-956.html) |
Z-fighting issues - MHaggag - 04-26-2007 Vista Ultimate 32-bit, Radeon X300 SE, Catalyst 7.4 (and 7.3, and 7.2). At shader details < high, lighting suffers from a lot of z-fighting. The lit walls continuously flicker between the lit/unlit state (projected lightmap?), and the issue is apparent with the flashlight model itself as well since it's close to the near-clipping plane--a triangle in the corner of the flashlight keeps flickering (appearing and disappearing). The same z-fighting occurs in the ship at the beginning of the game, even at high shader quality--the map on the table, the jacket on the wall, and the wall with windows flicker depending on the viewer angle relative to them. Are you using depth bias/polygon-offset for multipass effects? RE: Z-fighting issues - Thomas - 04-26-2007 I am using EQUAL depth test mode when rendering and this might casue soem problems allthough no other ATI card has had problem. I think this is becuase of ATI Vista drivers I am afraid .... RE: Z-fighting issues - MHaggag - 04-26-2007 Thomas Wrote:I am using EQUAL depth test mode when rendering and this might casue soem problems allthough no other ATI card has had problem. Would a depth func of GL_LEQUAL together with polygon offset work? That's what I use in my code to work on this card/driver combo, since GL_EQUAL causes z-fighting. Out of one of my apps: Code: glEnable(GL_POLYGON_OFFSET_FACTOR); RE: Z-fighting issues - Thomas - 04-26-2007 No it is not possible and is a must for the rendering to work. |