When you say "all broken up" do you mean they flash and tear when you walk
around the scene? If so, this is something I've seen alot before. It has
always turned out to be coplanar polygons. Even if it doesn't seem like
it could be the problem it still might be. If the object is brought into
a huge world (perhaps one that has a very large ground plane polygon) the
z buffering will change drastically. Looking at it alone would have
plenty of z resolution while viewing it in scene would reduce the z
resolution to the point where faces of a small object would sometimes have
the same z value, hence the tearing. This is one of the motivations for
adding nearDistance and farDistance to the PerspectiveCamera. It gives
the author control over Z resolution.
You esally have to have a huge ground plane to make this a problem so it
may be something else.
Send a URL and I can look at it.
-- chris marrin Siliconhttp://www.sgi.com/Products/WebFORCE/WebSpace (415) 390-5367 Graphicshttp://esality.sgi.com/employees/cmarrin_engr/[email protected] Inc."It is well to remember that the entire universe, with one trifling exception, is composed of others." - John Andrew Holmes