GL Quad rendering a diagonal tear

usefuldesign.au's picture

This 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.

PreviewAttachmentSize
GL quad with tear.qtz6.27 KB

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

cwright's picture
can't see

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)

gtoledo3's picture
Doesn't on mine either (but

Doesn't on mine either (but it looks simple and cool!).

usefuldesign.au's picture
I'm on (cough) a dual G5 1.8, OS 10.5.6, GeForce FX 5200

I've attached small screen grabs ( Viewer Window is 473 x 266 px )

PreviewAttachmentSize
Add Mode.png
Add Mode.png57.99 KB
Over mode.png
Over mode.png54.91 KB
Alpha mode.png
Alpha mode.png60.35 KB

yanomano's picture
Kineme Quad infos

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

yanomano's picture
same

Same for me with nvidia and PPC

usefuldesign.au's picture
Tear

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?

cwright's picture
spriteage

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)

usefuldesign.au's picture
| Do sprites do the same

Quote:
Do sprites do the same thing (when set to approximately the same dimensions, and same blend modes, etc)?

No sprites are AOkay.

Quote:
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)

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.