Inconsistencies in point(x,y,z)
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Programming Questions
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3 years ago
I'm having some problems with point() flickering when Processing has smooth() enabled (for all renderers). If I remember right, this can be fixed by converting x and y to integers instead of floats. However, this can't really be avoided when you're trying to use point() in 3D, because the rendered values, I suppose, are ending up as integers.
I can avoid this by using P3D with smooth disabled, but then points aren't clipped if they're behind the camera (this was actually my original problem). The only time I can clip points behind the camera using the renderer is using OpenGL, which causes those inconsistencies whether or not anti-aliasing is enabled. Which is where I'm stuck at.
So my question: is there any way I can plug in points, have them displayed consistently, and still have points behind the camera clipped?
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