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The reason for the errors is that d3d is unable to cope accurately with vertex seams according to standard msdn rasterization rules. I'll attempt to clarify: even at 10 worldspace, the card makes 3 pixel errors every 100 frames, at 50k worldpsace, it's 10 pixels every 10 frames... so the graphics and vertex precision is never good enough in d3d, it ...


Modern graphics APIs are very careful about specifying how rasterization of triangles that share edges will be done in order to avoid overlapping fragments and missing fragments. Fabien Giesen mentions one of these rules in his article series on the graphics pipeline, cited here: you need to have tie-breaking rules to ensure that for any pair of ...


Answer: Added the vertexIDs in a second uv(set x value to the id) channel in the mesh(from my c# code), and then in the shader I could use the ids as I needed, example: void function(inout appdata_full v) { int vertexID = v.texcoord1[0]; ... }

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