disappearing polys...

Hi all,

first of all sorry for my english, I’ll try to explain myself in the best way i can.

I’m having some problem trying to show a markings mesh on a pitch in a soccer game, it’s basically not showing correctly and the more the camera is far the more the mesh it’s broken/some parts just disappear.

don’t know if it’s caused by the mesh or by the shader and if this is the right section for a post like this (don’t really know too much abouth shader programming)…

I don’t think it’s a Z-fight problem, i can raise up the markings as much as i want and the problem will always be there.

anyway i’ve added some screenshots, I’ve used a transparent/cutout/diffuse for these screenshots just because the problem is more evident with this shader but what i would like to use at the end is this transparent/vertex color shader (I’m using it on other meshes without problems)

Shader "Transparent/VertexLit Colored" {

    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }

    SubShader {
        Alphatest Greater 0
        Tags { "Queue" = "Transparent" }
    
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask RGBA
        Pass {
            ColorMaterial AmbientAndDiffuse
            Lighting Off
            SetTexture [_MainTex] {
                Combine texture * primary
            }
            SetTexture [_MainTex] {
                ConstantColor [_Color]
                Combine previous * constant, previous * constant
            }
        }
    }

    Fallback "Alpha/VertexLit", 1
}

Hope you can help me,
thank you



it looks like it might be a mip mapping issue. Try turning off mip map generation on the markings texture

i tried and it doesn’t work.

i think it’s something to do with the shader, I also have some transparency issue when i have two object using the same layer one on the top of the other (when looking from certain angles the “intersection area” looks completely transparent), using a normal shader (e.g. diffuse) it works without problem but it’s not what i need :frowning: