mantesat
01-13-2004, 03:05 AM
Hi all,
I'm trying to create a terrain model by using a rectangular grid as a geometric model and applying many different textures as tiles to cover the entire grid using automatic texture coord generation. Everything goes well, but when the camera goes near the ground it can see polygons that are behind mountains and should not be visible. I know that zNear/zFar values are normal and they don't cause this. Could this happen because of blending, or because of multiple rendering passes? Any ideas?
Oh, I 'm rendering texture tiles using GL_CLAMP_TO_BORDER mode, with transparent border color so as not for an individual tile to spread all over the area. This causes some lines to appear in GL_LINEAR mode, but I don't think there is another way to render two or more textures on the same geometry and on different places, without the one to mix with the other...
I'm trying to create a terrain model by using a rectangular grid as a geometric model and applying many different textures as tiles to cover the entire grid using automatic texture coord generation. Everything goes well, but when the camera goes near the ground it can see polygons that are behind mountains and should not be visible. I know that zNear/zFar values are normal and they don't cause this. Could this happen because of blending, or because of multiple rendering passes? Any ideas?
Oh, I 'm rendering texture tiles using GL_CLAMP_TO_BORDER mode, with transparent border color so as not for an individual tile to spread all over the area. This causes some lines to appear in GL_LINEAR mode, but I don't think there is another way to render two or more textures on the same geometry and on different places, without the one to mix with the other...