Texture flickering

Hi

If this seems n00bish, bare with me…

As the attached screenshot shows, I have some problems with walls and floor, that flickers beyond reason. First I tried to see, if I had any overlapping polygons (none), I reattached the texture, converted the texture, set filtering to either option and basically tried all sorts of different things on the mesh. With, yes, you guessed it, absolutely no positive result at all… It only happens on the floor and walls…?

Just a guess but have you deleted any history in your art app? It looks like extra faces, but I’ve seen similar stuff on average pc graphics cards-It might help to post what videpocard it is so the pros can consider that too…
HTH
AC

And make sure theres a UV map?

Thanks for the quick reply.

The geometry was made in maya, and yes, all history was deleted before export. Indeed it does look like extra faces, and I was considering if it was the collision-meshes, even though I did turn of the meshrenderer. But deleting those did’nt help either.

The UV-maps is fine. Walls and floor is divided into 5 meshes, as I have done some lightlinking before I bake the scene.

I compiled it for both Mac, PC and web, and it is the same on all computers I’ve tested it on, so I guess the graphic card is ruled out of the equation. Anyway, on the Mac it is a nVidia Geforce 7300 GT, PC has a Quadro FX 4000, and I really don’t know with the 3-4 other computers I tried, but I guess some basic onboard or ATI radeon cards.

It looks like there are multiple surfaces almost at the same position. I.e. the gray-ish polygons and the green polygons are separate surfaces, yet lie in the same plane. Then because of small rounding errors in graphics card’s depth buffer, you get the “z fighting”.

Yes, indeed, it looks that way, but I assure you, there is no overlapping polygons/meshes.

Anyway, I have fixed quite stupidly now. Just saved the walls as a new file, and voilá! Te absolvo! Well, not, but it works… ty for the interest.

I am having the same problems, there are only 1 mesh on the ground, but get the same flickering problems with the lightmaps on it.

Normals, vertex, material, history, cleanup are ok.We used the same methods for several projects and never had this before.

Just getting some weird Unity bug that I havent seen before. Not sure if its from 1.5.

What did you do exactly? seperate the part that flicker as a seperate fbx?