Path: chuka.playstation.co.uk!news From: Jo180@mdx.ac.uk (John Owens) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Disapearing polygons Date: Tue, 11 Jan 2000 19:32:48 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 15 Message-ID: <354fe2fd.8067830@news.playstation.co.uk> References: <3857D888.F9D29CC1@which.net> <83if51$4h51@chuka.playstation.co.uk> <3868D315.6916FA41@which.net> <946457509.138391617@news.playstation.co.uk> Reply-To: Jo180@mdx.ac.uk NNTP-Posting-Host: dyn025-090.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 >Coordinates of model to small. The GTE isn't real accurate with small val= >ue >coords, so scale your models up and change your viewing matrices to >compensate. Problem will probably go away then...... They won't go away completely, but it will make it better. However if you make them too big around quordinates with values greater than 32,000 (of the top of my head) you will meet other nastier problems. The only real way of fixing this problem and the problem of dissappearing polys close to the viewport is to rewrite the whole of the ordering table libraries, this is what the game companies do. However that is unreasonable so I guess we just have to live with it. Just one thing, how hard would it have been to use a zbuffer eh?..