I’ve got a long-running project around rendering 3D Earth in interesting ways. It’s being used in a game project, and some non-game stuff too. Here’s a recent screenshot:

I added a particle system that uses Vector Fields to move the particles based on arbitrary incoming data, and then wraps it round a globe. Yay!:

IMG_0288sm
(click image for larger version)

…and then I increased the size of each particle, and something very strange happened. I wanted to splurge them out to be huge, but

The mysterious Holes Of Doom

… these weird holes appeared in the middle:

IMG_0289sm
(click image for larger version)

WTF? I must have done something stupid. I double checked everything. I removed the textures. I switched from quads to basic tris, with vertex colours … but still, this perfect circle cut out of the center! My vertex and fragment shaders by this point were exactly one line of code!

IMG_0293sm
(click image for larger version)

…I spent ages looking at this, trying to understand what could possibly create “holes” in my geometry. They were obviously holes – you can see through them!

Eventually, tired, and with lots of more important work to do, I gave up, shelved it, went off to do other things. Then today I suddenly realised the problem. I’m sure it’s obvious to most of you, but it’s taken me ages to figure it out.

When a hole is not a hole

And this is what makes it worth posting: the hole is not a hole.

My particles are on a 2D plane, so that I can calculate simple x/y coords from a vector-field. Great. My shader wraps the corners to a sphere. I’m rendering quads / tris like this:

Great. But GL doesn’t “bend” the edges – it draws straight lines between corners. So … when I made my tris larger … the corners were still slightly above the surface of the globe.

…and the EDGES were still slightly above

…but the centers … slightly interesected the globe. And so, of course, the depth-test cut them out. In the diagram below, it looks as if the quad moved closer to the center of the globe – but it hasn’t. The corners are all still the same height above the surface – only the middle has (implicitly) gone “inwards”.

Lesson to self: sometimes, it’s not a triangle-with-a-hole-that-I-can-see-through … instead, it’s a triangle-that-has-a-sphere-poking-through-the-middle

#facepalm

(originally posted on