Yep it's the Z buffer tearing problem again.
Have a look at the ViewNavigationBehavior mod I sent to the list
under the title "Test program (fwd) for Grafic card question"
it has a solution to this (or a least Desiree's similar) problem. Hopefully it will 
work for you
(maybe with some tweaking).  I will do a more general solution later.

The changes I made worked forDesiree's example but not for her main application, so I 
will
look at it all again :(.  I tried to get away without the performance overhead of a 
sqrt function
- maybe we will have to put up with it.

Essentially the solution is to provide an adaptive high precision clipping window 
around your model
which changes as you move around.  You may have to make sure there is a bit of distance
between your road and terrain.
Alternatively, I know David Yazel can do good roads on terrain - perhaps he can tell 
you how he does it :).

Otherwise, if you can send me a sample program I can take a look at it,

Chris

alvaro zabala wrote:

> I have a scene, with a terrain wich has land uses, electric towers,
> catenarys, etc
> I want to add a road over the terrain, with a triangleStripArray , but I'm
> having problems with the Z-BUFFER.
> I fixed the front and back clipping distances to 2 and 5500 (5500/2<3000)
>
> Please see the atachments.
>
> Anyone can explains it??
>
>   
>--------------------------------------------------------------------------------------------------------------------------------
>                   Name: Prueba1.gif
>    Prueba1.gif    Type: GIF Image (image/gif)
>               Encoding: base64
>
>                   Name: Prueba2.gif
>    Prueba2.gif    Type: GIF Image (image/gif)
>               Encoding: base64

--
                  ,--_|\
                 /  Oz  \
Chris Thorne    :)_.--._/
[EMAIL PROTECTED]     v

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