Mike, Basically it's two surfaces close to each other and the z-buffer not having enough resolution to properly determine which surface should be visible.
There are three ways (that I know of) to address this: 1) Make sure all of your objects have a reasonable amount of distance between them (this is rarely practical to enforce). 2) Adjust the front and back clipping planes to optimally handle your scene. 3) Adjust the number of bits (resolution) available for the z-buffer - unfortunately almost all video cards only provide 16 bit z-buffers. (or at least it's unreasonable to expect a customer to tweak their card settings) - John Wright Starfire Research Mike Bandy wrote: > > Until you fix your FAQ, can you tell us what Z-buffer tearing is? > > Thanks. > > > > What is the cause? And what is the best way to insure it > > doesn't happen? > > > > Classic case of Z-buffer tearing. > > > > I thought I had a question about this in the FAQ, but can't > > seem to find > > it. Must fix.... > > > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
