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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.

avatar image Sajidfarooq · Sep 05, 2013 at 07:42 PM 0
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I agree with @meat5000 here. It looks suspiciously like your model is malformed in Blender. $$anonymous$$ake sure the normals are pointing in the correct direction, and that you do not have any non-manifold surfaces...

avatar image neph_2 · Sep 05, 2013 at 10:54 PM 0
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The model was not made by me, and mesh have 3400 polygons, i checked normals and in cinema they were pointing out. In editor this issue is easily simulable and in play this happends also but its a bit smaller by human eye - yet still the problem persists.

avatar image OP_toss · Sep 05, 2013 at 11:38 PM 0
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$$anonymous$$esh Cleanup or the Blender equivalent of that? La$$anonymous$$a faces, Non-manifold geo, Faces with zero area, etc...

Did you triangulate before importing to Unity? That way you can have more control over the triangulation, maybe Unity's breaking the geo somehow...

Does this problem happen based on angle? Based on viewing distance? To the same polygons or to all of them?

Need more info, but I'm betting its a problem with that specific geo, not Unity.

Also better/more screenshots would help a lot.

avatar image Sajidfarooq · Sep 06, 2013 at 04:42 AM 0
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As @meat5000, @OP_toss, and I agree, your geometry is malformed. You need to clean it up.

avatar image neph_2 · Sep 10, 2013 at 12:21 AM 0
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Finally, after many days found the solution , i actualy checked everything like 10 times and textures was ok , polygons was ok, normals was ok, settings... and the problem was in camera configuration! i attach screen what caused this problem to share solution. I still dont know really why it happened but its fixed by now. alt text

result.png (48.7 kB)
avatar image Sajidfarooq · Sep 10, 2013 at 08:12 AM 0
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Ah, the clipping plane! Totally missed that.

avatar image neph_2 · Sep 10, 2013 at 11:29 AM 0
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Thanks so much everyone for tips and guide, it means a lot to me, thx!

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