Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!apple!agate!ucbvax!TAURUS.CS.NPS.NAVY.MIL!pratt From: pratt@TAURUS.CS.NPS.NAVY.MIL (david pratt) Newsgroups: comp.sys.sgi Subject: SGI VGX Texturing Message-ID: <9102271951.AA20115@taurus.cs.nps.navy.mil> Date: 27 Feb 91 19:51:21 GMT Sender: daemon@ucbvax.BERKELEY.EDU Lines: 18 Greetings, We are working on a 3D vehicle simulator, called NPSNET, and it is working quite well. We have 500 vehicles moving over the terrain in real time with texture and fog on a 4D 240/VGX. But all is not happy at Zydaville (the town in the simulator)! When the texturing is turned on, with scrsubdivide set to 10 pixels, I get a polygon edge mismatch. This results in the clear color showing through the terrain. It is very noticeable when we sail the ships on the ocean or drive/fly over large flat areas. I have subpixel(TRUE) on and tried polysmooth(PYSM_ON) with no luck. Does anybody out there in netland have any ideas? How about SGI? Dave -- Dave Pratt pratt@cs.nps.navy.mil (408) 646-2865 If the meek shall inherit the earth, I'm SOL! These are my opinions, who knows what the Navy thinks.