I only recently turned fogging on to tinker with it, normally I preffer not to use it at all - here's a sample with fogging off and the problem very much still in evidence.
The textures are .bmp format and the objects are unghosted.
Here is their setup routine:
for tree=1 to 100
facing=rnd(359)
for set=1 to 5
if tree<=80
load object "TerrainFoliagetreePrimitive3.x",(set*100)+tree
else
load object "TerrainFoliagebushPrimitive.x",(set*100)+tree
endIf
hide object (set*100)+tree
set object transparency (set*100)+tree,1
set object filter (set*100)+tree,0
yrotate object (set*100)+tree,facing
set object cull (set*100)+tree,0
next set
next tree
I've tried constructing the tree's from two DB plains by a method similar too:
make object plain 1,128,128
make mesh from object 1,1
delete object 1
...
make object tree,1,0
add limb tree,1,1
rotate limb tree,1,0,90,0
And i've tried constructing the tree in a variety of methods either as a strait dual plain X shape; as a reverse-culled X shape with opposing faces moved slightly away from each other; and as a segmented X shape so each 4 'wings' of the X where a different limb.
The bushes incidentally are a V shape with an extra vertical line down the middle so they have no limbs intersecting. The bushes do not suffer this problem.
This problem only seems to manifest when a texture passes through another.
It occurs on DPro 3.1 and 4.0 - and probably earlier versions of DBPro also - but I never had this with DBC.
Pneumatic Dryll
