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Thread: Surfaces are seperated in NVidia graphics

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  1. #1
    Junior Member Newbie
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    Surfaces are seperated in NVidia graphics

    All surfaces a seperated in NVidia graphics when using a shader, which uses only shadowmap and normalmap. But the whole thing runs great on IntelHD.
    Can anyone help what can be the reason. The whole code is too big to attach, but pls mention if any part can help
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    Last edited by rakeshmalik91; 09-08-2013 at 05:20 AM.

  2. #2
    Junior Member Newbie
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    Removing following code solved it:

    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);

  3. #3
    Member Regular Contributor
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    Quote Originally Posted by rakeshmalik91 View Post
    Removing following code solved it:

    glEnable(GL_POLYGON_SMOOTH);
    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
    Polygon smoothing requires that the framebuffer has an alpha channel and that primitives are rendered from front to back with depth tests disabled and the correct blending function used. As such, it's rarely useful. The modern alternative is multi-sampling, which doesn't require primitives to be depth-sorted; however, it does increase memory consumption and bandwidth.

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