Reputation: 505
I tried to draw a model with 197 polygons but i have strange black pixels on it:
alt text http://i.imagehost.org/0398/IMG_0172.png
When I run the code in the iPhone Simulator, it shows well without those black pixels, but on the device I have that problem.
I set perspective:
const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = self.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glColor4f(0,0,0,0.5f);
glEnable(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnableClientState(GL_VERTEX_ARRAY);
And draw (model vertices, indexes and normals store in global arrays.):
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glTranslatef(1.0, -9, -22);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals);
glDrawElements(GL_TRIANGLES, 3*192, GL_UNSIGNED_BYTE, icosahedronFaces);
glDisableClientState(GL_NORMAL_ARRAY);
glTranslatef(-1.0, 9, 22);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
Upvotes: 1
Views: 155
Reputation: 3019
This could be a depth precision issue where the back-facing polygons are poking through. Try increasing the value of zNear as much as possible without clipping your scene.
Upvotes: 2
Reputation: 91545
It looks like an issue with some of the normals not being exactly perpendicular to their respective surface.
Try applying your normals before you translate.
Upvotes: 0