poly_mode question (and the hunt for jaggie reduction)
okay, I'm returning to an old old issue of mine, but since I'm using jitter this coming week I feel I must ask:
This is a picture of the back of some cubes, poly_mode 0 0, drawn with jit.gl.multiple controlling jit.gl.gridshape:
http://i.imgur.com/DNt1lWm.png
...lovely.
And these are the same cubes, but drawn with poly_mode 0 2:
http://i.imgur.com/kEJlsxP.png
so as you can see, poly_mode 0 2 is actually able to draw a cube - and even though you can't get rid of the points, they're still quite attractive here.
It's as if "poly_mode 0 0" isn't... isn't being drawn properly. I know I'll be told something about openGL specs, but... I mean. It's cubes, right?
any ideas?
have you tried increasing @dim ?
yeah, and decreasing, too.
how about posting your patch?
yeah, had to spend ages cutting it down (I would take a "how to feature freeze" class in a heartbeat):
Hopefully this is pretty self-explanatory. Do ask if there's anything odd going on.
thanks again.
instead of messing with poly_mode, try @cull_face 1, to cull the back-facing polygons.
also, you are sending a negative scale to your gridshapes, which is why the shading is screwy, but maybe that's intentional.
huh, my reply never made it here... strange.
Thanks for looking into this Rob - cull_face doesn't help, it seems - this is my main patch generating with @cull_face 1, @poly_mode 0 0:
http://i.imgur.com/TrU28E4.png
- in this example it looks almost intentional... It happens regardless of dim, and regardless of overlaps with other objects on screen.
and yeah the weird scaling wast just me messing around, it happens with... unipolar scaling too ;)