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Lack of artifacts

Started by
2 comments, last by SuperVGA 4 years, 3 months ago

Hello.

There is a simple c ++ program that draws textured cubes. Using opengl (with related libraries).

The output is 2 layers of 12 cubes (each layer with its own texture). Layers are drawn in 2 consecutive draw calls (glDrawArrays ...), then glfwSwapBuffers and iterates.

Question:

Why is there no artifacts from overlapping renderings on the output frame?

Why do white glimmers appear on the edges?

Thanks

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E-INSUFFICIENT-DATA

Just because you have seen artifacts in one situation does not imply they always happen. Why it does not happen in the case you describe cannot be established without examining the actual code.

Adding to Alberth's note, let me quote L. Spiro:

Are you checking for GL errors religiously?

Please tell us more about what you're calling and what you expect from that. I suppose the expectation would normally be to have no artifacts…

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