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So I've generated a mesh from code ala Minecraft and have this strange clipping problem that I can't figure out. I've checked and re-checked the vertices, the winding order of the triangles, the UVs, and the normals (whether manually or via RecalculateNormals()), and everything looks correct, however, I feel like I've missed an obvious step. Any advice on where to look? Here's a video: http://player.vimeo.com/video/42946293 Here's some example code for one face of a cube:
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Looks to me like your shader is the problem; it seems to not be writing to the ZBuffer. Try using a different shader and see if that helps. Also, +1 for using a video to demonstrate the problem! Thank you, that was spot on. I didn't even notice that I had the shader set to Diffuse/Transparent. Whoops!
May 28 '12 at 03:03 PM
squirlhntr
Great. I'm glad that was it. If it wasn't I wouldn't have known where to go next :D
May 29 '12 at 07:23 AM
Datael
Today's "psychic answer" great work! :)
May 29 '12 at 09:00 AM
Fattie
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