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View Thread: How to fix the "saw teeth" on objects?
Vietcong.Info » Vietcong General Discussion » Vietcong Tech Talk
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How to fix the "saw teeth" on objects?
Intruder
Hi,

In the past, when I was using my dear and old Ti 4200 graphic card, I remember that the objects were diplayed correctly. I mean, we weren't seeing those disturbing "saw teeth" (like I name them) we are used to see on objects having "crossing lines", at long distances, with our new GC and drivers... It's the same bug that shows the character's jaw when we use the binocculars.

My question is rather simple...
Is it possible to fix that annoying bug with a new .dll for example?



Intruder
Edited by Intruder on 11-10-2012 11:52
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Ando
I don't know a simple fix for that.

Onliest thing what I do is changing objects order in editor or MAX (I think you already know it but maybe somebody don't).
Example: if one smaller object is in front of other object then it should be "newer" in database.
So if you reload that object in front then it will look a lot better.
But it always depends how objects are placed.
 
KostiCZ
What we are telling to our customers - THIS IS SYSTEM BEHAVIOR, or SYSTEM DESIGN, THIS IS NOT BUG. Cool
Edited by KostiCZ on 11-10-2012 16:08
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Teamrespawn.cz
Intruder
I was almost sure "nothing" could be done to fix those visual bugs, unfortunately...
We can already reduce that bug a lot if we build our objects "cleverly"; but in many cases those objects are from Pterodon and used in their maps. At that time, the CG drivers were able to render the scene correctly!

Just to inform the readers, I'm showing you how I've been able to reduce those visual bugs on my VC_Stream edition. I made new "bushes objects" and placed them in front of the "saw teeth". The result is much better now..
You can also see why sometimes it takes me soo much time to update an original map to a VC_ or FA_ level, with all those new objects I have to add, place and optimize to keep decent fps! lol Wink


Intruder
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Edited by Intruder on 23-10-2012 21:55
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