Horde3D

Next-Generation Graphics Engine
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PostPosted: 18.05.2015, 17:35 
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Joined: 21.10.2012, 15:32
Posts: 18
I found that the objects far away from the camera will be vague, as shown in Fig.1.

However, when i move close to the objects, the rendering become normal. (Fig.2).

How to adjust the parameters in H3d to improve the rendering? Thanks.


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PostPosted: 19.05.2015, 06:12 
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Joined: 13.11.2007, 11:07
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Location: Germany
Looks a bit like Z-fighting. Can it be, that your model has two planes with a very small distance between them?
If yes, you may check if it would be possible to enable backface culling. Another possibility may be to adjust the projection matrix to have a smaller distance between near and far clipping plane. And you may also check the precission of your depth buffer. Make sure it is 32bit.


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PostPosted: 19.05.2015, 06:53 
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Joined: 21.10.2012, 15:32
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Volker wrote:
Looks a bit like Z-fighting. Can it be, that your model has two planes with a very small distance between them?
If yes, you may check if it would be possible to enable backface culling. Another possibility may be to adjust the projection matrix to have a smaller distance between near and far clipping plane. And you may also check the precission of your depth buffer. Make sure it is 32bit.


Thanks. there is the phenomenon that two planes with a very small distance between them.

By the way, how to acheive the backface culling or projection matrix adjustment through the pipeline files or other configurations? Could you give me some details?


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PostPosted: 19.05.2015, 18:58 
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Joined: 21.10.2012, 15:32
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I try to adjust the pipelines and shaders following "http://www.horde3d.org/wiki/index.php5?title=Shading_Technique_-_Linear_Depth_Buffer"


the z-fighting disappears, however, the following appears as shown in fig.1


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PostPosted: 19.05.2015, 22:02 
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Joined: 13.11.2007, 11:07
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Location: Germany
The distance between near and far clipping plane is configured by the camera scene node.
Regarding culling I'm currently not sure, if we ever had added an engine option for that. You may want to search for GL_CULL_FACE within the engine's source code.


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