new beta soon?

 From:  Michael Gibson
5252.112 In reply to 5252.111 
Hi Mike, are those objects all stacked up exactly on top of one another?

If so then that's actually an expected consequence of the new multi-threaded display - it's just fundamental to how it works that there will not be the same ordering of processing as there was with a single thread doing the processing.

Things that are exactly tied for their z depth will end up being dependent on the order that they are drawn as far as which one "wins". That's not really a bug, it's just how the display mechanism works.

If you want to avoid that, the main way to do it would be to move the curves you want to have on top to be at a higher z level than the others - even if it's only by a slight amount that will avoid the "tied result in the depth buffer" type of problem that you are showing here.

Either that or if you want to have exactly-depth-tied things drawn in a specific order setting the DisplayThreadLimit=1 to turn off multi core processing would also do it.

But it's generally to be expected that you will see various kinds of "z fighting" flickering when entities are exactly stacked on top of one another, particularly with surfaces.

It's just a common thing that happens with video card displays in general, see here for more information:
http://en.wikipedia.org/wiki/Z-fighting


> Didn't one guy complain of "shimmering" triangles?

Yeah but I've been discussing that over private messages, and it turns out that it's also happening with v2 so it looks like some kind of video card specific issue, not anything related to the new multi-core processing.

- Michael