Reason for noise instead of texture?
Hello,
I am working on a level viewer for old Tomb Raider games and have problems of which I do not know where they come from. I am getting strange artefacts on some polygons. A typical example can be seen at http://www.ferroequinologist.de/forums/artefacts.png
It appears that the triangle gets rendered with what looks like random noise. This only happens to triangles, as far as I can tell, but I can see no difference between my code for handling triangles and quads (except for the edge count, of course). Strangely, it works for some triangles and not for others. As far as I can see, the texture coordinates are allright and the texture image is correct, too. I'm sure I'm doing something wrong when passing data to OpenGL, but I have no idea what, so my question is: Is there a know reason for OpenGL displaying this noise instead of the texture I want it to display?
I am working on a level viewer for old Tomb Raider games and have problems of which I do not know where they come from. I am getting strange artefacts on some polygons. A typical example can be seen at http://www.ferroequinologist.de/forums/artefacts.png
It appears that the triangle gets rendered with what looks like random noise. This only happens to triangles, as far as I can tell, but I can see no difference between my code for handling triangles and quads (except for the edge count, of course). Strangely, it works for some triangles and not for others. As far as I can see, the texture coordinates are allright and the texture image is correct, too. I'm sure I'm doing something wrong when passing data to OpenGL, but I have no idea what, so my question is: Is there a know reason for OpenGL displaying this noise instead of the texture I want it to display?
Could be all sorts of things. Does it do it only for certain texture images? If so, I'd suspect that they're in a different format to the other images, or something like that.
No, I only use a single texture image for all the scene. Anyway, I solved it. I confused triangle count and quad count. This left some triangles unitialized, causing this behaviour. Thank you for your help!
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