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z fighting artefacts on maps of unusual size


Flexman
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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 ?

 

 

screenshot134i.jpg

Cockpit parts flickering like crazy all over. Objects outside too.

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

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Would increasing the camera near range help at all?

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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.

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

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