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Not too sure of how the rendering process works in this case but the only differences in which I can see between the two models are
Object that glitches has bunch of data for facePriorities where as the working object doesn't. Might mean something, might not. Thought it was worth mentioning just incase.Code:facePriorities [obj1] = [0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] [obj2] = null
Yes. You can calculate whether a face is overlapping another face by using the vertex points (also called face index):
This is actually how big the overlapping face really is:
You can also just fix the model and create faces that do not overlap and only fill the gaps:
I bet you can even calculate the gaps that must be filled and auto fix it for all models. Haven't looked too much into this though.
Spoiler for Old Reply:
I appreciate all the help on this thread.
I'm taking a new approach in getting this issue resolved, if you're interested please take a look at this thread:
($$$) Buying OSRS model reformatting for Z-Buffering. ($$$)
@Admiral Slee the overlapping faces are the texture faces
here the crate edited:
Mediafire Model slightly edited
idk how osrs read those models since you can't just say move back face 1 2 and 3, and expect to work on all models ? lol they are placed at the exact same spot as the example above and thats why this sht happens..
anyway you can use this crate till you find a better fix for all your problems
I'm pretty sure you can detect overlapping faces using a raycaster. I just haven't had the time yet to try it.
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