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DarkBASIC Professional Discussion / Visible edge on plain object in 5b3 (bug?)

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zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Aug 2003 05:38
Has anyone else encountered this problem. And, do they know how to fix it?

http://www.geocities.com/tzircher/dbp_debug.htm

I find it really strange (and annoying) since I thought a 2D plane would have no sides but the top and bottom. This also happens when I try to use a box with zero height. I think I can fake out the program by using a shallow upside down pyramid to hide the edge. But, that's really a waste of polygons and I'd rather find a better fix.

BTW, back in 4.1 I did not have this problem. I can only assume that it is something new.
--
TAZ
IanM
Retired Moderator
23
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 16th Aug 2003 05:59
Did you generate the 'ground' as a single plane, or is it made up from more that one?
indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 16th Aug 2003 07:07
I get small anomolies with matrix tiles at certain angles.

heartbone
23
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Joined: 9th Nov 2002
Location:
Posted: 16th Aug 2003 07:20
Heck, I get small anomalies with textured boxes at certain angles.

A lot of this behaviour depends on the graphics card/driver.

The more you see, the more you know.
The more you know, the more you see.
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Aug 2003 10:23
In this example, the map is made up 16 tiles using a transparent image. While I could make one huge tile, the memory costs for a high res texture would be sinful. Honestly, I'd tather go the other way and have more tiles re-using a smaller hex pattern that is not so jagged.

Hmmm, perhaps I can hide the problem by creating hundreds of individual hexagons. The edge artifacts only appear mirror the horizontal lines. More than one way to skin a cat...

Is this something that is bug worthy to report or just a minor annoyance due to the combination of textures and shapes?
--
TAZ
IanM
Retired Moderator
23
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 16th Aug 2003 17:19
I'm not sure that it can be avoided. A way to disguise it could be to make your planes very slightly larger and overlap them a bit, and then modify your texture to allow for this.
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Aug 2003 19:00 Edited at: 16th Aug 2003 19:06
Good idea, but that's exactly what I did.

The texture itself is transpaent on all four edges. The edge artifacts appear to be based on the horizontal lines in the middle of the image. Given time today, I'm going to 'exploit' that abberation and try two different ways to mask the problem.

1) resize the map tile and reposition the hex grid image
2) create individual tiles with the lines on the edge
--
TAZ
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Aug 2003 20:05 Edited at: 16th Aug 2003 20:06
Quick follow up: On a hunch, I shifted the whole texture down one pixel (giving the model a wider transparent border on all sides) and the edge artifacts vanished. Thanks IanM, for making me rethink the texture layout.

I think we can chalk this up as a cheesy video card glitch rather than a problem with the latest update.
--
TAZ

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