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  [Solved] Visual Glitch  (Read 382 times)
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Offline Vladiedoo
« Posted 2013-01-17 03:17:37 »

Hi, in my game I am currently drawing everything with immediate mode (glBegin(), glEnd()). There is this strange bug of seeing quads behind drawn quads. How should I go about fixing this?

(The yellow platforms do not go past the blue wall in the code, at certain angles I can see more or less of the yellow quads. The image on the right is a wireframe view.)


If it helps, this is my code I use to init 3D drawing.
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      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glLoadIdentity();
      GLU.gluPerspective((float) 110, (float) DisplayInformation.getDisplayCurrentWidth() / DisplayInformation.getDisplayCurrentHeight(), MIN_VIEW_DISTANCE,
            MAX_VIEW_DISTANCE);
      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glShadeModel(GL11.GL_SMOOTH);
      GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
      GL11.glClearDepth(1.0f);
      GL11.glEnable(GL11.GL_DEPTH_TEST);
      GL11.glDepthFunc(GL11.GL_LEQUAL);
      GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
      Fog.fog();


Thank you for your time.
Offline Riven
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« Reply #1 - Posted 2013-01-17 03:39:03 »

What are the values of  MIN_VIEW_DISTANCE and MAX_VIEW_DISTANCE ?

As a rule of thumb, MAX_VIEW_DISTANCE / MIN_VIEW_DISTANCE should be at most 10,000.

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Offline Vladiedoo
« Reply #2 - Posted 2013-01-17 03:43:49 »

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private float MAX_VIEW_DISTANCE = 1000f;
private float MIN_VIEW_DISTANCE = 0.0001f;


I just set MIN_VIEW_DISTANCE to 0.5f and that fixed it, thank you.
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