5
votes
2answers
130 views

How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, ...
2
votes
1answer
410 views

Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?

Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...