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Now that I've solved my mipmap problems I run into another problem (see image):
My ground consists of a combination of a 3D model (because of slope) and a small part of a 2002 ground poly (easily spotted in the image) because the PAPI there would vanish behind the 3D model.
Now, both work perfectly together, but only with fair weather. If I use lower visibility settings I get the effect you see in the image. When I get closer to the errand area, the effect vanishes and the shading is perfect again
- the same occurs if I fly backwards.
As this effect also only occurse if I look in this direction (which is away from the refpoint) I wonder if it's got to do with refpoints. Has anybody ever experienced a problem with wrong 2002-groundpoly shading under certain visibility settings if the user is between the errand part of the groundpoly and its refpoint?
A bit tricky, I know, but I'm really lost again.
My ground consists of a combination of a 3D model (because of slope) and a small part of a 2002 ground poly (easily spotted in the image) because the PAPI there would vanish behind the 3D model.
Now, both work perfectly together, but only with fair weather. If I use lower visibility settings I get the effect you see in the image. When I get closer to the errand area, the effect vanishes and the shading is perfect again
As this effect also only occurse if I look in this direction (which is away from the refpoint) I wonder if it's got to do with refpoints. Has anybody ever experienced a problem with wrong 2002-groundpoly shading under certain visibility settings if the user is between the errand part of the groundpoly and its refpoint?
A bit tricky, I know, but I'm really lost again.

