Once again I come to you all for advice. In my galaxy visualization, I have various deep sky objects that are implemented as billboards with the FaceCameraMode = FaceCameraMode.RotateXyz. As I pan around, viewing the galaxy from different angles, the symbols representing the deep sky objects stay facing the camera.
If the deep sky object is close to the plane of the galaxy (which many are), when the orientation is such that the galaxy and the billboard symbol are almost co-planer, I get jaggies where the two objects intersect.
This is really ugly and I need to find a solution if I’m to continue to use Urho3D for this project. Hopefully there is some magic setting I can use to reduce the jaggies.
This video shows the problem (I’ve made the deep sky object much bigger here it make the problem more apparent):
Here is how the galaxy and deep sky object is drawn (with different textures of course):
<?xml version="1.0" encoding="UTF-8"?>
<material>
<technique name="Techniques/GalaxyTechnique.xml" />
<texture unit="diffuse" name="Textures/Galaxy-North.dds" />
<shader psdefines="ALPHAMASK" />
<cull value="none" />
</material>
<technique vs="UnlitParticle" ps="UnlitParticle" vsdefines="VERTEXCOLOR" psdefines="DIFFMAP VERTEXCOLOR">
<pass name="alpha" depthwrite="true" blend="alpha" />
</technique>
The render order is such that the deep sky is drawn before the galaxy.
Any help you can provide would be greatly appreciated.
Bill