04-26-2007, 12:20 PM
Vista Ultimate 32-bit, Radeon X300 SE, Catalyst 7.4 (and 7.3, and 7.2).
At shader details < high, lighting suffers from a lot of z-fighting. The lit walls continuously flicker between the lit/unlit state (projected lightmap?), and the issue is apparent with the flashlight model itself as well since it's close to the near-clipping plane--a triangle in the corner of the flashlight keeps flickering (appearing and disappearing).
The same z-fighting occurs in the ship at the beginning of the game, even at high shader quality--the map on the table, the jacket on the wall, and the wall with windows flicker depending on the viewer angle relative to them.
Are you using depth bias/polygon-offset for multipass effects?
At shader details < high, lighting suffers from a lot of z-fighting. The lit walls continuously flicker between the lit/unlit state (projected lightmap?), and the issue is apparent with the flashlight model itself as well since it's close to the near-clipping plane--a triangle in the corner of the flashlight keeps flickering (appearing and disappearing).
The same z-fighting occurs in the ship at the beginning of the game, even at high shader quality--the map on the table, the jacket on the wall, and the wall with windows flicker depending on the viewer angle relative to them.
Are you using depth bias/polygon-offset for multipass effects?