02-18-2019, 12:46 AM
(This post was last modified: 02-18-2019, 01:59 AM by Brian Beuken.)
And with that clue I discovered that if the near and far planes are not set up right it can cause issues in the depth buffer, so I increased my near plane to 1.5 from 0.1 and reduced my far plane to 600 (previous value was massive for space concepts) and flicker is gone. I guess ES3.0 just is a bit more fussy when it calculates the ratios stored in the buffer or I'm missing some specific range value to set it up. But changing the planes is a good fix, they were rather silly extreme values anyway.
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's