I’m getting some very strange red artifacts appearing on distant parts of the terrain and down the trunks of my trees.
Has anyone ever experienced an effect like this:
On trees:
http://vault101.co.uk/downloads/redline1.jpg
On trees and terrain:
http://vault101.co.uk/downloads/redline2.jpg
I can’t understand what’s causing it - I’ve cut the rendering loop down the bare minimum and this is still appearing.
mainloop ()
{
gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
gl.glEnable (gl.GL_TEXTURE_2D);
gl.glPolygonMode (gl.GL_FRONT_AND_BACK, gl.GL_FILL);
gl.glLoadIdentity ();
glu.gluLookAt ( .... camera position, view, up vector);
drawSkyBox();
drawTerrain();
drawTrees();
}
drawSkyBox()
{
gl.glBindTexture (gl.GL_TEXTURE_2D, texture[north]);
// draw a quad
gl.glBindTexture (gl.GL_TEXTURE_2D, texture[south]);
// draw a quad
// etc
}
drawTerrain()
{
gl.glActiveTextureARB (gl.GL_TEXTURE0_ARB)
gl.glEnable (gl.GL_TEXTURE_2D);
// bind terrain texture
gl.glActiveTextureARB (gl.GL_TEXTURE1_ARB);
gl.glEnable (gl.GL_TEXTURE_2D);
gl.glTexEnvi (gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_COMBINE_ARB);
gl.glTexEnvf (gl.GL_TEXTURE_ENV, gl.GL_RGB_SCALE_ARB, 1); // gamma
// bind detail texture
// draw triangle strips
gl.glActiveTextureARB (gl.GL_TEXTURE1_ARB);
gl.glDisable (gl.GL_TEXTURE_2D);
gl.glActiveTextureARB (gl.GL_TEXTURE0_ARB);
gl.glDisable (gl.GL_TEXTURE_2D);
}
drawTrees()
{
// bind texture
// draw verts
}
There’s one or two other things in there such as figuring out height and other game stuff but nothing at all about changing any colours or binding to any reddish texture.
Any ideas?