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Question by neph_2 · Sep 03, 2013 at 01:58 PM · renderingspacepolygons

Polygon rendering problem

I am working on a space game and strange thing happends occasionaly at certain angle or just sometimes. I noticed this on bigger in game object meshs (planets and big ships) It seems like somehow some polygons are not rendered. Does anyone have an idea what can cause this, or how to make it work?

![alt text][1] [1]: /storage/temp/15067-polygon+fail.png

polygon fail.png (310.3 kB)
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avatar image Paulius-Liekis · Sep 04, 2013 at 08:11 PM 0
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You render transparent objects and they do not order in the order that you expect?

avatar image neph_2 · Sep 05, 2013 at 04:29 PM 0
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I have one object with uv mapping texture applied into it , i dont use transparent texture.

avatar image meat5000 ♦ · Sep 05, 2013 at 04:31 PM 0
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Did you make the model yourself? And which software did you use?

In Blender its an issue with non-manifold mesh, or your normals need to be recalculated.

avatar image FrimaMickD · Sep 05, 2013 at 05:15 PM 0
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How much vertex does your mesh actually has? If I remember well, Unity has a limit of 65$$anonymous$$ vertices per mesh. So if your mesh is bigger than that it could cause a problem.

avatar image Paulius-Liekis · Sep 05, 2013 at 07:18 PM 0
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Unity has 65$$anonymous$$ limit, but if it encounters bigger than that mesh it will split into multiple meshes. No geometry will be lost. I implemented that for Unity 3.5 or 4.0.

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