I am creating a minecraft clone, and whenever I move the camera even a little bit fast there is a big tear between the chunks as shown here:
Each chunk is 32x32x32 cubes and has a single vertex buffer for each kind of cube, in case it matters. I am drawing 2D text on the screen as well, and I learned that I had to set the graphic device state for each kind of drawing. Here is how I'm drawing the cubes:
GraphicsDevice.Clear(Color.LightSkyBlue);
#region 3D
// Set the device
device.BlendState = BlendState.Opaque;
device.DepthStencilState = DepthStencilState.Default;
device.RasterizerState = RasterizerState.CullCounterClockwise;
// Go through each shader and draw the cubes of that style
lock (GeneratedChunks)
{
foreach (KeyValuePair<CubeType, BasicEffect> KVP in CubeType_Effect)
{
// Iterate through each technique in this effect
foreach (EffectPass pass in KVP.Value.CurrentTechnique.Passes)
{
// Go through each chunk in our chunk map, and pluck out the cubetype we care about
foreach (Vector3 ChunkKey in GeneratedChunks)
{
if (ChunkMap[ChunkKey].CubeType_TriangleCounts[KVP.Key] > 0)
{
pass.Apply(); // assign it to the video card
KVP.Value.View = camera.ViewMatrix;
KVP.Value.Projection = camera.ProjectionMatrix;
KVP.Value.World = worldMatrix;
device.SetVertexBuffer(ChunkMap[ChunkKey].CubeType_VertexBuffers[KVP.Key]);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, ChunkMap[ChunkKey].CubeType_TriangleCounts[KVP.Key]);
}
}
}
}
}
#endregion
The world looks fine if I'm standing still. I thought this might be because I'm in windowed mode, but when I toggled full screen the problem persisted. I also assume that XNA is double buffered by itself? Or so google has told me.
The fix so far has been to use 1 giant vertex buffer. I don't like it, but that's all that seems to work.