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>> Incidentally, while playing CSS the game engine appears to very
>> occasionally get this wrong. (I.e., distant objects appear *in front*
>> of nearer ones - typically textures for things like explosions, window
>> glass, etc.) The result looks very weird.
>
> That's because the depth buffer has limited precision (16 or 24 bit
> usually). If you can, check that it is set to the highest setting your
> display driver allows.
I noticed with Crysis that really distant objects "sparkle" like there's
a coincident surface glitch. I suspect that what's really happening is
limited Z-buffer precision.
The glitch I'm tolding about happens on a custom level at distances of
only a few feet, so I suspect the level author set some flag wrong or
seomthing.
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