I think my problem is similar to this guys problem: http://irrlicht.sourceforge.net/forum/v ... hp?t=23942 but I do have VSync enabled, doesn't help.
Terrain mesh looks fine when I do simple linear motion of a camera with WASD but when I rotate the camera target around its position, the mesh flickers. When I'm using EDT_DIRECT3D9 instead of EDT_OPENGL this problem goes away for addCameraSceneNodeFPS() but them my custom camera fails to rotate at all in full screen mode. So I basically can't find settings where everything will work fine, when I fix one thing the other fails. You can download the project here:
https://github.com/insanewarlock/irrRTS-RTT
(WASD to move around and right click and hold for rotation)
Please move this post to bug reports if you think it's a bug.
What should I try?
Using openGL, terrain mesh flickers on camera rotation.
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- Joined: Sun Jan 10, 2016 3:42 pm
- Location: Tbilisi
Re: Using openGL, terrain mesh flickers on camera rotation.
Sorry, too much code to check this quickly. Try experimenting with near-far-plane when you get flicker, often it's the z-buffer resolution.
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Using openGL, terrain mesh flickers on camera rotation.
Also, don't use scales on the terrain to set its size, that messes the whole visibility checks, instead use the creation parameters to set its size, and keep it fixed if you can.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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- Posts: 31
- Joined: Sun Jan 10, 2016 3:42 pm
- Location: Tbilisi
Re: Using openGL, terrain mesh flickers on camera rotation.
I have only a single plane, you can see it in this videoCuteAlien wrote:Sorry, too much code to check this quickly. Try experimenting with near-far-plane when you get flicker, often it's the z-buffer resolution.
https://www.youtube.com/watch?v=X7z0bJWDPw8
Though you won't see flickering there since I used DirectX while recording it.
It didn't help.Mel wrote:Also, don't use scales on the terrain to set its size, that messes the whole visibility checks, instead use the creation parameters to set its size, and keep it fixed if you can.