I’m affraid I need your help. I’m working on a level that has a lot of geometry detail, so to save polygons (faces,
triangles, w/e you want to call it) a lot of times I Intersect them through one another. In the viewport everything
looks all fine and dandy, but ingame this intersected geometry starts to glitch up at the seams.
It seems like the further the camera is away from these faces, the glitcher it gets. They vibrate like crazy and ruin the whole scene, making the whole thing look like a PS1 game.
:mad:
What am I doing wrong? How can I fix this? I’m thinking it might be my video drivers, so I’m including a .blend of a small portion of the level.
Please let me know if this problem happens to you, and how to fix it.
PS: The first person to post the solution will get a copy of the complete WIP level
I found a solution! But I don’t know if you will like it.
If you scale everything down to 1/10th all the flickering stops. (press a twice then s then .1 then enter) You will have to adjust the physics settings though.
I also noticed that there are a few ways to reduce the poly count. such as converting the triangles to quads. and joining the seams in a few areas. Let me know if you want help with this.
EDIT But the best way might be to join the seems. which will not add too many extra ploys.
PS You have a lamp that is way far away. If you go to the outliner and click on “Lamp” then press n in the 3d view and type in something like 5 in the x, y, and z location, it will bring it back to a reasonible position. If you don’t then when you select everything and scale it, everything will move out of the 3D views area of view.
This flicker is due to the z-Buffer processing. Because of that you should never place two planes very close together e.g. a picture on the wall.
It can happen that the rasterizer can’t decide what pixel is closer to the camera and does the wrong decision. Then you would see the background face partly through the forground face. It is not like transparence but moire pattern. For more details you should search the web for z-buffer.
The same happens to your edges. When faces cross they are very close to eachother near the contact line. That can lead to the flickering that you see. It is more obvious when the background face has another color. Than it is possible to see it as a dotted line.
To fix that you should remove the background faces. In other words:
Faces should not cross eachother.
Do not continue faces behind inner edges.
Do not place faces very close together (when facing nearly the same direction).
This is fine
This is bad for z-Buffer processing. The last one is ok if the distance is not very close.
Crossing faces combine good and bad methods = bad.