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HELP! Display mesh problem

Posted: Sat Aug 08, 2009 8:32 am
by lpcpp
Why gun model displays like this:
Image

The model should be like this:
Image

it seems that some triangles were culled.

Posted: Sat Aug 08, 2009 9:46 am
by hybrid
near plane culling.

Posted: Sat Aug 08, 2009 9:53 am
by lpcpp
hybrid wrote:near plane culling.
How to deal with it?

Posted: Sat Aug 08, 2009 11:05 am
by hybrid
Well, I just noticed that it might also be a problem with the driver, do you use the old SW driver? The near plane culling is set in the camera.

Posted: Sat Aug 08, 2009 12:19 pm
by lpcpp
hybrid wrote:Well, I just noticed that it might also be a problem with the driver, do you use the old SW driver? The near plane culling is set in the camera.
I don't think it is the driver's problem,
But should I use

Code: Select all

smgr->getActiveCamera()->setNearValue(0.1f)
?
It doesn't work

Posted: Sat Aug 08, 2009 2:50 pm
by Lil Margin
try

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node->setMaterialFlag(EMF_BACK_FACE_CULLING , false);
or and

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camera->setFarValue(5000.0f);

Posted: Sat Aug 08, 2009 3:06 pm
by lpcpp
Lil Margin wrote:try

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node->setMaterialFlag(EMF_BACK_FACE_CULLING , false);
or and

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camera->setFarValue(5000.0f);
Thank, But it doesn't work.

triangles near the window's edge disapear as before.

Posted: Sat Aug 08, 2009 3:50 pm
by cobra
I think Hybrid is right. The software driver has very bad culling problems as far as I've seen. (might be able to be set, but I never tried it).

Switch your driver to OpenGL and see if it works.

Posted: Sat Aug 08, 2009 4:12 pm
by Lonesome Ducky
If you absolutely have to use a software renderer, try burnings. It's faster than irrlicht's software renderer, and it looks just as good as OpenGL or Direct3D. Irrlicht's software render has many problems like this

Posted: Sun Aug 09, 2009 1:47 am
by lpcpp
thanks everyone~
I tried DX9 render ,it is OK.
only software renderer has the problem.