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It would be helpful if you provide more details. Could you answer those questions:
This looks like the faces of your cuboids are facing inwards, so that they do not hide the things that are behind them. This may be related to this. I can't recommend a solution, maybe double-faced culling mod could help, once implemented In the case of a gltf file, I found that sometimes the meshes would generate with the surfaces facing the wrong way, and I never figured out the proper fix. Hint, this is not Z-fighting (unlike the title of your post would suggest) |
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This almost looks to me like the faces of the meshes are not being drawn using a depth buffer and so the order of the draw calls is making one or the other pop on top based on the view space z position of the model origin. Are the faces all part of one single mesh, or are they multiple meshes? How are you rendering these? Using a plain PbrBundle as loaded by the bevy gltf loader? Modifying those somehow? |
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I'm seeing some weird artifacts on surfaces that are touching. Depending on the angle of the camera the surfaces will render through one another.
Here's a gif

How can I fix this?
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