How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?
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ufomorace
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Published on 2014-08-17T10:29:42Z
Indexed on
2014/08/23
10:38 UTC
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Graphics cards are mathematically imprecise.
So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear.
It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks?
Screencap of a fix that ended up not working:
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