i am a little problem with my skybox, because I see the intersection line.
and i unknow how i can resolved this problem.
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Thank for your help.
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class CSkyBoxSceneNodeTWO : public ISceneNode
{
//(...) start editing from here
f32 b=0.9999; //you can adjust here as you wish now ;-)
// create front side
Material[0] = mat;
Material[0].setTexture(0, front);
Vertices[0] = video::S3DVertex(-1,-1,-b, 0,0,1, video::SColor(...), t, t);
Vertices[1] = video::S3DVertex( 1,-1,-b, 0,0,1, video::SColor(...), o, t);
Vertices[2] = video::S3DVertex( 1, 1,-b, 0,0,1, video::SColor(...), o, o);
Vertices[3] = video::S3DVertex(-1, 1,-b, 0,0,1, video::SColor(...), t, o);
// create left side
Material[1] = mat;
Material[1].setTexture(0, left);
Vertices[4] = video::S3DVertex( b,-1,-1, -1,0,0, video::SColor(...), t, t);
Vertices[5] = video::S3DVertex( b,-1, 1, -1,0,0, video::SColor(...), o, t);
Vertices[6] = video::S3DVertex( b, 1, 1, -1,0,0, video::SColor(...), o, o);
Vertices[7] = video::S3DVertex( b, 1,-1, -1,0,0, video::SColor(...), t, o);
// create back side
Material[2] = mat;
Material[2].setTexture(0, back);
Vertices[8] = video::S3DVertex( 1,-1, b, 0,0,-1, video::SColor(...), t, t);
Vertices[9] = video::S3DVertex(-1,-1, b, 0,0,-1, video::SColor(...), o, t);
Vertices[10] = video::S3DVertex(-1, 1, b, 0,0,-1, video::SColor(...), o, o);
Vertices[11] = video::S3DVertex( 1, 1, b, 0,0,-1, video::SColor(...), t, o);
// create right side
Material[3] = mat;
Material[3].setTexture(0, right);
Vertices[12] = video::S3DVertex(-b,-1, 1, 1,0,0, video::SColor(...), t, t);
Vertices[13] = video::S3DVertex(-b,-1,-1, 1,0,0, video::SColor(...), o, t);
Vertices[14] = video::S3DVertex(-b, 1,-1, 1,0,0, video::SColor(...), o, o);
Vertices[15] = video::S3DVertex(-b, 1, 1, 1,0,0, video::SColor(...), t, o);
// create top side
Material[4] = mat;
Material[4].setTexture(0, top);
Vertices[16] = video::S3DVertex( 1, b,-1, 0,-1,0, video::SColor(...), t, t);
Vertices[17] = video::S3DVertex( 1, b, 1, 0,-1,0, video::SColor(...), o, t);
Vertices[18] = video::S3DVertex(-1, b, 1, 0,-1,0, video::SColor(...), o, o);
Vertices[19] = video::S3DVertex(-1, b,-1, 0,-1,0, video::SColor(...), t, o);
// create bottom side
Material[5] = mat;
Material[5].setTexture(0, bottom);
Vertices[20] = video::S3DVertex( 1,-b, 1, 0,1,0, video::SColor(...), o, o);
Vertices[21] = video::S3DVertex( 1,-b,-1, 0,1,0, video::SColor(...), t, o);
Vertices[22] = video::S3DVertex(-1,-b,-1, 0,1,0, video::SColor(...), t, t);
Vertices[23] = video::S3DVertex(-1,-b, 1, 0,1,0, video::SColor(...), o, t);
//(...) end editing
}
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mat.ZWriteEnable = false; //-> mat.ZWriteEnable = true;
thanks Brainsaw,Brainsaw wrote:Well ... I guess that with the line you added before loading the scene it is completely loaded without mipmaps. Don't think this is such a good idea.
The problem doesn't occur in IrrEdit, that's right. It wasen't there in my projects before I switched to Irrlicht 1.7 (or 1.6? can't remember). I just noticed it in earlier version when using the OpenGL driver. As IrrEdit uses DirectX and still Irrlicht 1.5 the problem is not there. I hope there will be a fix for this in the next release, but I posted this topic in the bug reports forum a while ago.