lost hope
04-11-2002, 05:55 AM
Hello -
I'm currently creating a first-person openGL application, and am having a bit of trouble. The world is tile based, and every tile consists of a cube at a particular height (the game is mainly going to be navigating through mazes). Anyways, when you create a row of cubes, you see sparkling between the shared edges. I have implemented a hidden surface removal procedure, so none of the faces which are between two cubes are being drawn. I thought that might take care of the problem, however, it only seemed to make it a little better. When I turn lighting off, the problem goes away completely, however, I really want to leave lighting on. I have cull back facing turned on, and two sided lighting disabled. Does anybody have any other ideas as to how I could get the sparkling to go away? Thanks!
I'm currently creating a first-person openGL application, and am having a bit of trouble. The world is tile based, and every tile consists of a cube at a particular height (the game is mainly going to be navigating through mazes). Anyways, when you create a row of cubes, you see sparkling between the shared edges. I have implemented a hidden surface removal procedure, so none of the faces which are between two cubes are being drawn. I thought that might take care of the problem, however, it only seemed to make it a little better. When I turn lighting off, the problem goes away completely, however, I really want to leave lighting on. I have cull back facing turned on, and two sided lighting disabled. Does anybody have any other ideas as to how I could get the sparkling to go away? Thanks!