Akuma Withnail
Money costs too much
Join date: 29 Aug 2004
Posts: 347
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11-04-2004 18:59
Does anyone know if there's a way to prevent textures doing that sort of flipflop boogie they do if you have two prims overlapping with a flat surface aligned? The only way I've found to prevent this is by offsetting them slightly but then of course there are visible seams.
Perhaps there's some way to make one prims texture dominant?
Any help would be appreciated.
thanks
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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11-04-2004 21:07
This phenomenon is affectionately known as "Z-fighting". Since the two surfaces share the same position in 3D space, the renderer has no way of knowing which one should be drawn on top, so it goes all freaky-deaky.
Unfortunately, in SL there is no way to remedy this except by offsetting the prims like you mentioned. If you want absolute seamlessness, you have to be good at using those numbers in the edit field. For example, if you want to connect 2 1-meter cubes, you would edit their coordinates so that they are exactly 1 meter apart along whatever axis you want. For other shapes, it can get a lot trickier.
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
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Evil Fool
"==" != "="
Join date: 30 Jul 2004
Posts: 110
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11-04-2004 21:21
not sure, but try making the non-dominant one 1% transparent?
I haven't tried this personally, and overlapping transparent prims have their own problems, but give this a shot
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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11-05-2004 08:10
I build to the magic grid number of 0.125 which makes it easy to snap objects together set to sizes of 1 meter and larger down to 1/4 meter sizes. When you have to build off the grid, one way to get things like wall segments to be flush is to take the second wall segment into your inventory, then drag it out onto the edge of the existing segment, right where you want them to touch. If the walls are aligned to the world coodrinates, you can then just adjust the Z and either the X or Y to make it completely line up. If you are working at an angle to the the world, turn on local coordinates and adjust like that. And when you just HAVE to have to prims overlap, adjust one's thickness by 0.004 so they stop flickering. While an adjustment of 0.001 will seem to stop the flickering up close, as you get farther away and the LOD (Level of Detail) system simplifies distant objects, they will once again share the same surface position and will flicker. So by making the difference a little larger, the flicker is surpressed at greater distances. Down with flicker - The sign of a sloppy build. 
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~ Tiger Crossing ~ (Nonsanity)
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