Thanks folks - I thought it was just me and it is indeed a pain in the arse! It would make sense that it's a DX thing.
I had experienced this sometimes with my vehicle engine but as I use vertex colours and flatshading it is necessary for me to unweld all polys so I'll just have to live with it.
The level mesh will be all black with a sky texture covering the background so cameracls won't help me.
BTW, if your level is just going to be flat black as shown, I can't see why you have a seam at the place shown?
If you see the wireframe version it makes more sense as you can see the bizarre ( but correct ) way that Fred's function builds the poly's. Sometimes there are no seams sometime there are none.
An interesting thought re 2 render passes big10p - wireframe rendering is sloooow though. In a similar vein I thought of unwelding all the tri's again but extruding each vertex slightly away from center so that I get a very small ( but unnoticable ) overlap. I think ( hope ) it will work for me.
I'll post back with results.
Stevie
I had experienced this sometimes with my vehicle engine but as I use vertex colours and flatshading it is necessary for me to unweld all polys so I'll just have to live with it.
The level mesh will be all black with a sky texture covering the background so cameracls won't help me.
BTW, if your level is just going to be flat black as shown, I can't see why you have a seam at the place shown?
If you see the wireframe version it makes more sense as you can see the bizarre ( but correct ) way that Fred's function builds the poly's. Sometimes there are no seams sometime there are none.
An interesting thought re 2 render passes big10p - wireframe rendering is sloooow though. In a similar vein I thought of unwelding all the tri's again but extruding each vertex slightly away from center so that I get a very small ( but unnoticable ) overlap. I think ( hope ) it will work for me.
I'll post back with results.
Stevie