I’m seeing some artifacting in my scene. It appears to only happen with a perspective camera, and only Mac OS and Linux (both systems have ATI cards). We’re using LWJGL in a Swing UI.
I don't see this problem on Windows (card is ATI X1600), but I do see it on Linux (FC6) on the same box (dual boot). This problem also happens on Mac OS X (ATI Radeon HD 2600 Pro) on my iMac (Intel Core2 Duo).
What do the normals look like? Also, are you using any cullstates? Weird that it behaves differently on Windows. My guess is something is left undefined, and therefore each platform decides to handle it differently.
The normals look fine, and we’re not explicitly setting any cull states. I tried setting rootNode.setCullMode( CullState.CS_NONE ); but that didn’t help either.
When you view the scene up close, the problem goes away. When you move the camera back a certain distance, then this problem reappears.
Thanks Renanse - turns out the near clipping plane for the perspective camera was too close to the camera. Pushing it out (and generally 'flattening' the frustum) solved the problem.
As an aside, does anyone think it's possible that the platform differences could be because the Windows drivers store the frustum values as doubles rather than floats (considering I run Windows and Linux on the same machine)?d