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GL Quad rendering a diagonal tearThis GL quad patch has a thin 'tear' line diagonally from TL to BR. Doesn't tear in Replace Blending mode but does so in Add, Over and Alpha. I'm obviously missing something... I'm new to OpenGL.
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I can't reproduce this. Can you provide a screen shot, and some details about the system you're on (specifically, OS version, graphics card)
Doesn't on mine either (but it looks simple and cool!).
I've attached small screen grabs ( Viewer Window is 473 x 266 px )
It's ok for me now (no black diagonal wireframe line) with ATI3870 and macintel but i remenber there had one with Nvidia ultra 6800 and PowerPC...But it was probably an old version of the Kineme3D's
Same for me with nvidia and PPC
The tear appeared after I offset the first co-ordinate from default, if that sheds GL light on the matter. Do I finally have an excuse for an upgrade?
Do sprites do the same thing (when set to approximately the same dimensions, and same blend modes, etc)?
We render exactly 1 GL primitive (a quad, surprise!), so that would be nvidia's triangulator making a break when it triangulates the quad into tris.
(secretly, quads don't really exist in gl, they're all broken down into triangles, but the driver typically does that for you with quads)
No sprites are AOkay.
Yeah gotcha. Why is my 3D class teacher telling me never to use triangles in modelling – only quads – if quads get triangulated? Maybe it's just a higher level app thing like preserving loops in the model.