Fix Overlapping Triangle Meshes


I built an app that creates virtual gratings. Within the a rendered grating there are bearing bars and cross bars. All bearing bars are parallel to each other and perpendicular to all cross bars. All cross bars are parallel with each other and perpendicular to all bearing bars. The bearing bars and cross bars pass through each other (overlap in 3d space).
The issue is with the rendering. When the grating is rendered, many of the triangle meshes overlap other meshes where they shouldn't. Basically, some meshes, which should be in the background, overlap meshes that should appear closer to the camera, and it makes everything look wrong.
I used the exact same code in a wpf app and everything looked perfect.

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ChristiaanFloor wrote Nov 27, 2009 at 8:51 AM

I've got the same problem with overlapping when giving all meshes the same Z-index (See attached picture). The engine shows parts of meshes it really shouldn't.

wrote Nov 27, 2009 at 8:51 AM

wrote Feb 14, 2013 at 12:18 AM