Path: chuka.playstation.co.uk!news From: "Jon Prestidge (alias Moose)" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: 3d tiling and ripping Date: 6 Feb 1999 13:41:51 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <01be51d6$c9fe73e0$LocalHost@default> References: <7908of$6fv3@chuka.playstation.co.uk> NNTP-Posting-Host: pA2s04a01.client.global.net.uk X-Newsreader: Microsoft Internet News 4.70.1155 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:343 scee.yaroze.programming.3d_graphics:1189 I don't know if this is a coincidence or not, but I never had gaps between triangular polygons (except when they're in different objects) but I have had it happen with quad polygons. If you have used quads and you can't find any other solution try using two triangular polygons for each tile and see if that helps. I've had to use that technique of over-lapping quads to get rid of the gap but it means that you have to use many more vertices than you would normaly, and it never seemed to work 100% for me -- there was always some obsure viewing angle where you could still see the gap unless the over-lap is so rediculusly large that it spoils the look of it. I became so anoyed with it that I rethought the aesthetics of my game and did away with walls made from tiles! I never got round to trying triangles instead... it's only just occurred to me. Good luck Jon Prestidge