this problem is very common on some video cards for example when a polygon is parallel to other and they are very close. I can solve it changing the buffer in CD3D9Driver.cpp
code line 270:
if (!StencilBuffer)
present.AutoDepthStencilFormat = D3DFMT_D16;
to:
if (!StencilBuffer)
present.AutoDepthStencilFormat = D3DFMT_D32;
and it works fine, unfortunately in some video cards the method
device->getVideoModeList() causes an exception.
Objects superposing itself to other objects
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Someone mentioned on the forum somewhere that if you take the camera's far value and divide it by the near value, if the quotient isn't within a certain range (2000 I believe?), then objects closer to the camera far plane will experience z-buffering artifacts. I was having a similar problem and took their advice and voila, z-buffering problems gone. I think setting the AutoDepthStencilFormat to 32 bits increases your z-buffer size, eliminating some artifacts, but doublecheck your camera values.
No idea why getVideoModeList might crash
No idea why getVideoModeList might crash