Flexman Posted March 18, 2010 Share Posted March 18, 2010 Hi gang, Here's a head scratcher. We're making a large map based on a real region. 4096x4096 @10m per tile. This is the maximum option offered by the editor. At unit per meter that's close to 40x40km of space perfect for our lil-old tank busting helicopter game. Placing objects near the outer regions of the map in the edit, and in game result a lot of really ugly z-fighting artifacts. It's really bad in the cockpit too where there's surfaces close to each other. Now the cockpit situation I can mitigate as it needs to go into it's own world anyway. I presume this is due to floating-point errors at distances from the world-origin. So we reduced the terrain down to approx 20x20km with 2048x2048 @ 10 meters per tile which helped a little but it's still not great. Is it feasible do you think to translate the terrain and scene root to always maintain the camera at 0,0,0 ? Cockpit parts flickering like crazy all over. Objects outside too. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 18, 2010 Share Posted March 18, 2010 Would increasing the camera near range help at all? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted March 18, 2010 Share Posted March 18, 2010 Increase the camera near range as much as possible, and decrease the far range, if possible. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted March 18, 2010 Author Share Posted March 18, 2010 Thanks guys, I'll post a more detailed explanation of some of the other artifacts and issues we're having a certain cam ranges, I just need to compile my data, screen-grabs and organise it. Some are just strange lighting artifacts that manifest on terrain or on some (not all) 3D objects. I'll post again in this thread when I've got all that sorted. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
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