I have some problems on the display of my model with texture. Everything works perfectly, however, I use a loop to repeat the texture to represent a floor 20 X 20 on the screen. My texture is repeated correctly. But I do not understand why all my textures generate a flicker ... I noticed that images are superimposed on each other. I'm sure I checked my loop is coded correctly.
see screenshot:
my code (loop function generation ground):
//Function draw - ground land
private void draw_groundLand(Vector3 position_model_origin)
{
//example generation mode 4x4 cubes
int[,,] MatriceWorldCube = new int[1,2,2];
MatriceWorldCube[0, 0, 0] = 1;
MatriceWorldCube[0, 0, 1] = 1;
MatriceWorldCube[0, 1, 0] = 2;
MatriceWorldCube[0, 1, 1] = 1;
int height = MatriceWorldCube.GetLength(0);
int width = MatriceWorldCube.GetLength(1);
int length = MatriceWorldCube.GetLength(2);
Vector3 pos_reference = position_model_origin;
for (int thickness = 0; thickness < height; thickness ++)
{
for (int column = 0; column < width; column ++)
{
for (int line = 0; line < length ; line ++)
{
// Copy any parent transforms.
Matrix[] transforms = new Matrix[model_ground_land1.Bones.Count];
model_ground_land1.CopyAbsoluteBoneTransformsTo(transforms);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in model_ground_land1.Meshes)
{
// This is where the mesh orientation is set, as well
// as our camera and projection.
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.World = transforms[mesh.ParentBone.Index] *
Matrix.CreateRotationY(cubeGroundLand1_modelRotation) * Matrix.CreateTranslation(position_model_origin);
effect.View = View;
effect.Projection = Projection;
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
position_model_origin.X = (float)(line +1);
}
position_model_origin.X = pos_reference.X;
position_model_origin.Z = (float)(column +1);
}
position_model_origin.Z = pos_reference.Z;
position_model_origin.Y = (float)(thickness+1);
}
position_model_origin.Y = pos_reference.Y;
position_model_origin = pos_reference;
}
Thank you in advance for your help. I lose patience (over a whole weekend ^ ^)
It's Z-fighting. Z-buffer precision falling with distance so far objects have more "flickers" GPU can't figure out which polygon is on top because tail of the z-buffer value isn't precise enough to distinguish 2 almost equal values.
You have 6 ways to fix it:
Move geometry or do not display part that is below.
Use something like polygon offset in OpenGL
Use CPU z-sorting instead of z-buffer.
Use only one object with 2 textures instead of 2 objects + some shaders (i don't know what exactly you are trying to achieve)
Use larger z-buffer.
Move clip planes closer to each other it will increase precision.