I’ve got a bit of an issue with rendering simple quads. I’m trying
to display a bed of tiles which will eventually go to different heights
so I’m creating individual quads for each tile.
Problem is, the quads seem to dissappear and reappear (while
still in view!) when the camera is rotated, seemingly without any
reason. However, this doesn’t seem to be an issue when I don’t
rotate the quad. Any ideas how to fix this?
This is my code in the simpleInitApp() function from a new
BasicGame, you will need a texture too.
[java]
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
Quad q = new Quad(2, 2);
Spatial model = new Geometry(“Tile” + i + j, q);
model.setLocalRotation(new Quaternion(0, FastMath.HALF_PI, FastMath.HALF_PI, 0));
Material grass = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
grass.setTexture(“ColorMap”,
assetManager.loadTexture(“Textures/Grass.png”));
model.setMaterial(grass);
model.setLocalTranslation(i * 2, 0, j * 2);
rootNode.attachChild(model);
}
}
[/java]
Thanks!
could you try to do updateModelBound() on your quad after the translation?
I can call updateModelBound on the Geometry Spatial model, but this has no effect,
and this is the same with updateBound or updateGeometry on the quad.
I’m working in jme3
I fixed by using my own FlatQuad Mesh type, but I’d still be intruiged if anyone else gets this problem