Water plane flickers where it intersects terrain.
by James Brad Barnette · in Torque 3D Professional · 03/03/2010 (9:56 am) · 2 replies
Our project keeps the player 300+ meters away from the terrain at all times. the problem we have is that the edges of the water plane flicker at in type of real distance. How can this be overcome? there really needs to be some sort of error level or something on the water plane that can fix this.
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For a modern example, see Mass Effect 2, where you may notice the presidium level with its huge scale causes z-fighting issues on faces, specifically eyelids.
03/03/2010 (12:18 pm)
That's more or less accurate... it's basically an issue with z-buffering that has to be worked around in any engine. The higher your farclip is, the higher your nearclip will need to be to stop this effect from occuring. If increasing the nearclip isn't an option (may interfere with rendering of up-close items like weapons), decreasing the total visibility limit (farclip) also reduces z-fighting.For a modern example, see Mass Effect 2, where you may notice the presidium level with its huge scale causes z-fighting issues on faces, specifically eyelids.
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"change you nearClip value to 0.3 in your "level info" object. it's clipping, you may even have to adjust it higher because of the drastic block size of the terrain. if 0.3 doesn't work go higher in 0.1 increments. i would do 2048 map at 10 steps if i were you."
Full thread here - http://www.torquepowered.com/community/forums/viewthread/103965