Hi Burr,
> I'll look for michaels explanation on this, to better understand
> it myself, if there is a way to limit it, or if it's just a function
> of the mesher...
It's really a function of the curve display in the graphics engine. If it didn't pull edge curves forward towards the eye for their zbuffering you would instead see a different kind of problem where the edges would be "stippled" - looking kind of partially submerged and pieces of it hidden by the surfaces that they were skimming along.
Stippling is a worse problem than bleed through because stippling would happen on every single edge being displayed while bleed through only happens on stuff with thin walls.
I have some ideas that I will be working on in the future to try and reduce the bleed through though.
For now it's just a display artifact to ignore...
- Michael
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