Mrso92 Posted May 2, 2018 Share Posted May 2, 2018 (edited) Hello to all of you! I want to thank everyone for support on my previous issue, especially @JohnK. At that time I had(and still have because of trouble of applying his suggestion) one structural problem with performance that I am caring for a longer period of time. But that is out of the scope for the moment being because I had one little problem which troubles me a lot. Essentially from time to time when zooming out(on the maximum level) and panning the camera I have the horrendous flickering which is even more obvious than on demo due to fact that I also add transparent hole(I have not added it here for the sake of the code complexity). Issue can be seen here: https://playground.babylonjs.com/#LE1BSK#9 From my understanding the issue is happening because of some sort of weird collision between two textures ground and location one. But I really cannot afford to do any positioning change. Is there any other, more elegant way to resolve this problem? Probably I am missing something really trivial. Thanks to all Edited May 2, 2018 by Mrso92 Newer version Quote Link to comment Share on other sites More sharing options...
JohnK Posted May 2, 2018 Share Posted May 2, 2018 Presuming that lowering the ground a little stops the flickering have you tried smaller numbers than -0.2? How about -0.001? I note that you cannot afford to do any positioning changes and would ask what issues arise when you do lower the ground. Lowering the ground is the only solution I can think of, other greater minds than mine might have a solution. Quote Link to comment Share on other sites More sharing options...
Mrso92 Posted May 2, 2018 Author Share Posted May 2, 2018 I knew that just by setting the value to -0.01 flickering was gone. But I was hoping that there was some some magic parameter because I also have some other elements on screen like axis and even though I am increasing position parameter to let's say 0.15 it continues to flicker. I can set the bar higher but than it is a bit ugly. Quote Link to comment Share on other sites More sharing options...
Mrso92 Posted May 10, 2018 Author Share Posted May 10, 2018 I have resolved the issue with multi scenes. But now I have the problems that one scene meshes are having precedence over another. Is there any property that resolves this something like z-index in css? P.S I have tried with RenderingGroupId Quote Link to comment Share on other sites More sharing options...
JohnK Posted May 10, 2018 Share Posted May 10, 2018 1 hour ago, Mrso92 said: I have resolved the issue with multi scenes. But now I have the problems that one scene meshes are having precedence over another. Is there any property that resolves this something like z-index in css? No meshes from top scene will always be on top of those in lower scene. Quote Link to comment Share on other sites More sharing options...
Mrso92 Posted May 10, 2018 Author Share Posted May 10, 2018 Sorry top in what sense(in terms of precedense of...)? Creation logic or..? Quote Link to comment Share on other sites More sharing options...
JohnK Posted May 10, 2018 Share Posted May 10, 2018 Render ordering in as given in engine rendering loop. Quote Link to comment Share on other sites More sharing options...
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