Thread: Direct3D rendering artifact on quads

  1. #1
    Registered User VirtualAce's Avatar
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    Direct3D rendering artifact on quads

    While working on the graphics system for one of my projects I came across a very strange artifact. It appears as if the UV's are stretched between 0 and 1 for a portion of my quad which is not possible given the quad only has 4 vertices.

    Here is a screenshot. It looks like the same issue spheres have when you wrap uv's across them. The last segment on the sphere will look like this b/c it attempt to wrap from 0 to 1 within one sphere segment. However, as I said there are only vertices at the corners in this primitive so I do not see how it is producing this artifact.

    I will post a screenshot when attachments are working again.
    Last edited by VirtualAce; 04-12-2012 at 10:39 PM.

  2. #2
    Master Apprentice phantomotap's Avatar
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    While we are waiting, what version of Direct3D are you working with?

    Ask because I know I can't likely help if you are doing anything that is Direct3D10 or Direct3D11 specific.

    Soma

  3. #3
    Registered User VirtualAce's Avatar
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    Nope nothing 10 or 11 yet - that system is still under construction. Porting has been somewhat of a painful experience. After going to wireframe and walking through the world I found out what my issue was. Sorry I could not post any screenshots.

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