[I'm talking about the file attached] Why if the arc and the box-shaped bridge (long and narrow) have the same height in the Z axis and the same height in the parameters size, I can not drive from the box to the arc? When I arrive in front of the arc, the tank stops and does not pass above the arc... Why? What's wrong?
I have posted a bzw file of a very very sample example of what I mean... try
Thanks to all Fox
yes blast.... that worked but isn't the best thing to see... but thank you!
Maybe I could post my map so you can see what's the effect and if there is a better way to do that
I have said that isn't the best thing to see because: It has a strange effect ... You can see in jerky a bit of the surface of the arc and a little bit of the surface of the box. Like a frame shooting
This is just one more time I see what I call "the floating point bug". Pi is used in the calculation of an arc, this is what causes the bug.
To make it worse.... sometimes the bug does not appear when the mapper is testing, it only appears when others use the map. One CPU may calculate Pi differently than another.
The only reliable solution is to re-make one object or the other, probably turn the arc into a mesh.
I have heard that if you get out the calculator, and make your arc with perfect math, it will work. However, I would not bet on that.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
It's called 'z fighting' when two overlapped textures at the same height flicker like that. With each frame one or the other may appear to be on top. I"m not sure better calculations will correct that issue. Usually pi is not calculated by the machine, but rather defined as a specific value by the math library. Although you can calculate it if you wish.
4.0 * arctan(1.0) works fairly well.
From the 2.0.14 Changelog:
* Add Options -> Display -> AntiFlicker option - trepan
Only affects boxes and pyramids, iirc. The trick used is to
make coplaner faces use the same texture coordinate space.
The 2.99.x code makes it possible to use a similar setup on
any mesh face is well.
Ah... sorry, but i'm not an English man, i reread this message many times, but i didn't understand exactly the literally meaning. Thought another thing But now is ok