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  [LibGDX] 2D Mesh rendering overlap glitch  (Read 119 times)
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Offline chutia

Junior Newbie





« Posted 2014-06-07 08:51:30 »


Hi, I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached.

I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android.

The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object.....

I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated.

My full code sample here including function for generating the Mesh (createCircleMesh_V3(...))
http://pastebin.java-gaming.org/39a7f5d599d

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   public void renderCircleScaledSegment(){

      Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST);
      Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
      Gdx.gl20.glEnable(GL20.GL_BLEND);

      batch.begin();
      circleSegShader.begin();

      Matrix4 modelMatrix = new Matrix4();
      Matrix4 cameraMatrix = new Matrix4();
      Matrix4 cameraMatrix2 = new Matrix4();
      Matrix4 cameraMatrix3 = new Matrix4();
      Matrix4 cameraMatrix4 = new Matrix4();

      cameraMatrix = myCamera.combined.cpy();
      modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f);
      cameraMatrix.mul(modelMatrix);

      cameraMatrix2 = myCamera.combined.cpy();
      modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f);
      cameraMatrix2.mul(modelMatrix);

      cameraMatrix3 = myCamera.combined.cpy();
      modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f);
      cameraMatrix3.mul(modelMatrix);

      cameraMatrix4 = myCamera.combined.cpy();
      modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f);
      cameraMatrix4.mul(modelMatrix);

      Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f);

      circleSegShader.setUniformMatrix("u_projTrans",  cameraMatrix);
      circleSegShader.setUniformf("u_box2dpos", box2dpos);
      circleSegShader.setUniformi("u_texture",   0);
      texture.bind();
      circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES);

      circleSegShader.setUniformMatrix("u_projTrans",  cameraMatrix2);
      circleSegShader.setUniformf("u_box2dpos", box2dpos);
      circleSegShader.setUniformi("u_texture",   0);
      texture.bind();
      circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES);

      circleSegShader.setUniformMatrix("u_projTrans",  cameraMatrix3);
      circleSegShader.setUniformf("u_box2dpos", box2dpos);
      circleSegShader.setUniformi("u_texture",   0);
      texture.bind();
      circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES);

      circleSegShader.setUniformMatrix("u_projTrans",  cameraMatrix4);
      circleSegShader.setUniformf("u_box2dpos", box2dpos);
      circleSegShader.setUniformi("u_texture",   0);
      texture.bind();
      circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES);

      circleSegShader.end();
      batch.flush();
      batch.end();

      Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST);
      Gdx.gl20.glDisable(GL20.GL_BLEND);

   }

Output Rendering:
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