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Re: Texture mapping co-ordinates
> > 2) You might have very large texture coordinates - that can cause the
> > texture to drift around. The Voodoo is especially sensitive to this
> > due to poor (~14 bit) internal numerical precision. Software OpenGL
> > is highly insensitive to it (because it's all done in 'float's).
>
> This isn't the problem (which was a Mesa needing upgrading thing) but
> it is something that I would have needed to know later on in the
> project.. I'll have to bear that in mind.
Actually, talking of numerical imprecision, I've got some artifacts
caused by limited precision in the depth buffer, but I can't recall
how you set up OpenGL to avoid this (In glide it's something like
"use a W buffer rather than a Z buffer) ?
I had a play with glDepthRange(), but I can't really see how fiddling
with that would help..