I’ve got a problem where two edges join and the vertexes are at different places on the line and I get small gaps in the seam.
It appears to be due to the anti-aliasing effect of the jagged edges of the lines not matching up. Would I be right in thinking this is just one of those problems I have to deal with by making sure vertexes on triangles either side of the join match up?
I’m actually working on OpenGl ES on the symbian emulator if that makes any difference to the issue. Which is one reason I want to avoid adding vertexes as it’s going to be running on a low powered device so I want to keep the count as low as possible.
Looks like a T-junction, alright (discussed in the redbook). The only way I know to eliminate this artifact is to add the vertex, or rely on a particular backround color or geometric situation to hide the problem. If you want generic, high quality results, that may not be a very appealing alternative. Besides, if you’re using indexed vertex buffers, the extra vertex count could be marginal. Obviously it all depends on how bad things are, taken as a whole. My suggestion would be to try it and see.