Triangulates when polygon partially in view


#1

When the camera is close up on a model, any polygons that go off screen are displayed with edges running through them. This makes things hard to see/work with, and is just plain annoying. I don’t remember this happening on my other computer, but I’m on vacation for a couple weeks and this computer’s giving me crap. Is there a fix?

Here’s what I’m talking about:
http://www.geocities.com/iancrofoot/problem.JPG


#2

Noo… you model is just broken. Maybe you extruded some faces and forgot to move them, or something, because I can’t see a reason for all thoose diagonal lines unless you got some wierd polys in there…


#3

No, it’s really not. Notice how many of the lines end at the very edge of the view?

It’s not an issue of poor geometry. The same thing happens with a single cube, or any basic primitive, or any model, for that matter.

Also, those diagonal lines are not actual edges. You can’t highlight them or anything, they just appear there when part of the face is out of view.

I think it may have to do with my system, maybe a crappy graphics card or something. So the solution may not lie anywhere within wings itself.


#4

Hi.

From the screenshot you got it really looks like bad geometry.
I am not able to duplicate what is happening to you not even with a simple cube.

What I can se from your pic is that you have faces INSIDE your model.
If the camera is inside it, then it should be hollow, but we can see some solid shapes which means that some faces with normals facing the camera are inside it.

If I were you I would do a cleanup on the model, and then, select one of the vertex that have lots of edges on it and press ‘e’ to select all the edges conected to that vertice, and then you can see how many edges really are there.

Best regards.


#5

Yeah… stuff like that only happens to me when I got two edges on the same place around a big part of a object (like a forgotten extrusion), then I try cleaning it up and it just turns into spagetti (like your screenshot).


#6

I appreciate the help, guys, but again, it is absolutely 100000% not an issue of poor geometry. It happens on basic primitives. Such as a cube. The model I posted does contain an n-gon for mirroring purposes, but it’s definitely not responsible for all those lines–this problem occurs on every face, on the most basic of shapes, with the cleanest geometry known to man.

I figure the problem is most likely the result of this machine’s underpowered graphics card.

It was rather a shot in the dark, hoping someone might know a fix in wings, windows, or otherwise, but it’s rather annoying so I thought it was worth it.

My vacation ends in a couple days, so I’ll be back on my machine, and this issue will be no bother to me then, so you guys can stop trying now. :wink:


#7

<< underpowered graphics card. >>

Often the cause - some sort of graphics card / driver issue. Having edges that aren’t selectable are a giveaway.

pp


#8

I have a poor graphics render, but i see in your model a little of bad geometry, sorry.


#9

As the original poster has said multiple times, it’s not a geometry issue.

It’s definitly a graphics card (specifically, driver) issue, at least in my experience. If you have an Intel on-board GPU, go to the OGL properties in your graphics driver settings, and try changing the z-buffer depth to 16-bit. This will fix the stray/disappearing edges issue. The main caveat is that, at least in my case, your framerate will turn to complete shite when zoomed in on a textured model (this also applies to the UVW window, image planes, etc). For this reason, and this reason alone, I’ve long since decided to put up with the annoying issue of disappearing/stray edges.


#10

Thanks, Lotekk, I’ll remember that if I ever need to again in the future.

And thanks even more for not insulting my geometry :thumbsup:


#11

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