I am working of a small FPS, and I have a test level with 1 room and a hallway.
When I stand in the room, I can see through the walls into the hallway, but when I stand in the hallway, It works correctly, and I can't see through the walls. I have tried correcting the normals, and flipping normals, but still nothing changes.
I am using IrrSpintz with OpenGL.
Here is the complete project... (161 kb)
If you know what causes this and how to fix it, please help...
Thanks...
*SOLVED* See through walls
*SOLVED* See through walls
Last edited by iam13013 on Sat Jan 28, 2006 3:28 am, edited 1 time in total.
I think you simply have 1 quad as a wall - in this case you have to disable backface-culling (normally the renderer just renders one side of a polygon (because usually you dont need the backface) - I recommend to to model a real wall (both sides) or, like i said, disable backface culling (which may result in a performance lost)
I have tried using a real wall for this, but it still happened. I also tried disabling the backface-culling, using this that I found in the forums...
But nothing changed.
Is this the correct way to do so?
Please Help...
Code: Select all
node->setMaterialFlag(EMF_BACK_FACE_CULLING,false);
Is this the correct way to do so?
No. No matter how far away from the wall I am, the wall can be seen through. The wall is still textured, but it draws what is behind the wall, on top of it.Does this happen while simply standing in the room? Or while you are very close to the wall?
Please Help...
Screenshot
This is what the error looks like...
The camera is in a room that connects to another room with a walkway...
The camera is currently looking at a solid, non-transparent wall, yet you can see the walkway and the other room clearly...
Like I mentioned before, I am using OpenGL...
DirectX makes everything jagged and non-recognizable...
The Software renderer just displays a blank screen...
The camera is in a room that connects to another room with a walkway...
The camera is currently looking at a solid, non-transparent wall, yet you can see the walkway and the other room clearly...
Like I mentioned before, I am using OpenGL...
DirectX makes everything jagged and non-recognizable...
The Software renderer just displays a blank screen...
Well, I feel like an idiot...
I placed this code in my program
trying to find a way to make sure the gun was drawn on top of the walls. I placed it, then forgot about it.
I was looking over everything today and I saw it. I almost slapped myself. I removed it, re-compiled, and started it up. Sure enough...Problem Solved...
Feel free to leave posts commenting on my lack of intelligence.
Code: Select all
node->setMaterialFlag(EMF_ZBUFFER , false);
I was looking over everything today and I saw it. I almost slapped myself. I removed it, re-compiled, and started it up. Sure enough...Problem Solved...
Feel free to leave posts commenting on my lack of intelligence.