Hi,
I am rendering my scene mesh finally thanks to two very helpful replies from this forum! :] Everything renders basically ok, but where the walls of my scene mesh's "buildings" meet the "ground", there are these waving rows of little triangles that don't render on the bottom edges of the walls. If I move the camera, these triangles move with it, and sometimes something renders through a wall really briefly."Park benches" in the big scene mesh flicker when I move the camera -- at one place they won't render, but if I move just a little the right they do render, and half-way between the points the park benches "half-render", even though there is nothing that should be occluding them. Is this a common problem Does it sound familiar to anyone I am using IndexBuffers and VertexBuffers to render the mesh if that helps. I was hoping I'm making some common beginner's mistake:[ Thanks again,
Jim

basic rendering problem with scene mesh
Geneknfran
If you put a screen shot up it might help, but its could be zfighting. THis is where the accuracy of the zbuffer is not enough to properly determine which pixels are in front of other pixels. What are your near/far planes when you set the projection matrix Try moveing the values closeer together e.g. 5 and 100. Or you can try using a 32 bit zbuffer if your card supports it.
Otherwise looking forward to the screen shot.
Not sure how you are creating your mesh but does the directx viewer appliction load and render it correctly
plsai
Thank you! I had a very high far plane, and reducing that solved the problem! I really appreciate it,
Jim