Path: chuka.playstation.co.uk!news From: Andreas Schrattenecker <"Andreas Schrattenecker"> Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: HELP:small planar quads Date: Thu, 15 Jan 1998 01:31:55 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 46 Message-ID: <34BD58FB.37C5@jk.uni-linz.ac.at> References: <69ilnb$c4e1@emeka.playstation.co.uk> <34BCEC93.4581@jk.uni-linz.ac.at> <01bd212d$f848afc0$77e16dc0@ulthar.han.de> Reply-To: andreas.schrattenecker@jk.uni-linz.ac.at NNTP-Posting-Host: ried-remote16.ivnet.co.at Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.02 [de] (OS/2; I) Roland Boettcher wrote: > > I made a tmd from the '.ply' you supplied and watched it using tmdview. > Both quads display fine as long as you look at them at a "reasonable" > angle. But when the angle gets such that the quad far away is just a line > due to perspective it disappears sometimes. It flashes when you are moving > to it. Is that what you mean? yes > If so, I guess this is because of inaccuracies of integer calculation. > > Roland Yes, it seems so. But i wondered why this doesnt happen with triangles. I tested following: @PLY940102 # 6 1 2 # 0 0 1280 0 0 1536 256 0 1536 0 0 5120 0 0 5376 256 0 5376 # 0 -1.0 0 # 0 4 5 3 0 0 0 0 0 0 1 2 0 0 0 0 0 0 Displaying only the triangles (first 3 vertices), which are taken for "visible-detection" (no backface culling) in quads -> same errors (i was a bit surprised) But this seems to have no effect in triangle-meshes( at least i never had one missing triangle in my meshes), so its better i think(less triangles to display). But it shouldnt happen in planar quad-meshes, and you lose a lot of performance correcting this outside the libraries. Andreas Schrattenecker