Hey,
I'm getting some weird rendering artefacts but I have no idea what I might be doing wrong...
My engine is running on top of the Direct3D10 framework.
This is a cube being rotated with my engine:
http://i39.tinypic.com/14l0fah.jpg
The cube also flashes constantly (first white, then the cube colour, then white, and so on) in real-time (only while moving/rotating).
This is a sphere just standing still with my engine:
http://i44.tinypic.com/xfcjo8.jpg
The sphere is made up of around 1M vertices.
However, I also get (different) artefacts when the sphere is made of less vertices.
If anyone even has an idea what might be going wrong that would be really helpful,
I've been going over my code for some time, trying to change some things but no success...
weird rendering artefacts
Started by Xcrypt, Feb 22 2012 12:38 AM
2 replies to this topic
#1
Posted 22 February 2012 - 12:38 AM
#2
Posted 22 February 2012 - 10:04 AM
The cube looks like you are drawing both sides of each face.
The white bits are the other side (face pointing away from the camera) and are showing through because of z fighting.
The white bits are the other side (face pointing away from the camera) and are showing through because of z fighting.
#3
Posted 22 February 2012 - 12:00 PM
it's really nothing like z-fighting (I think) Give me some time, and I'll upload a video
EDIT: I asked a teacher today, he found out that the problem was caused by a projection matrix (D3DXPerspectiveFovLH) in which I set the value for the near plane to 0.0f. This caused the artefacts because it divides by this number in a later stage.
EDIT: I asked a teacher today, he found out that the problem was caused by a projection matrix (D3DXPerspectiveFovLH) in which I set the value for the near plane to 0.0f. This caused the artefacts because it divides by this number in a later stage.
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