Hi Andrei,
> Michael, is it how it has to be?
> I did not notice it before.
Yes there are a variety of display artifacts that are hard to avoid as a result of the display's focus on speed.
That one is called "z fighting" : http://en.wikipedia.org/wiki/Z-fighting
MoI does try to pull the depth values of edges towards the eye point to reduce that from happening but it's pretty difficult to get a proper automatically determined bias amount in all cases. In your case there the bias is not quite enough to pull the edges above the surrounding surfaces. It's not that great to pull a whole bunch either, because that then causes a different "bleed through" type of artifact instead.
In general it's not possible for the real-time working display to achieve the same level of pixel accuracy as a full render will, because the realtime display is heavily oriented around speed and generating pixel exact results requires a lot of extra calculations which makes for a slower image generation.
- Michael
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