It's called Z fighting because it is the Z coordinate that the circle share. X and Y usually refer to the two dimensional plane and Z is the third dimension.
z-fighting is VERY disturbant if you got a complex building / object and want to export it with collada exporter... collada doesnt export objects with z-fighting or so called "degenerated faces".
the most annoying fact on sketchup as modeler on a game mod.
the reason for not getting a z-fighting situation in the second example, is the two faces have a matching color. they're both white, so you cant's see them z-fighting. if you turn one of them in to green, black, red or any color that isn't the color of the other face, you will see z-fighting.
the "fighting" concerns the display renderer not knowing, for any given pixel, which of two or more co-planar polygonal faces to draw. The result is this flickering between the two.
Co-planar, or incidental polygons, are an example of "manifold" geometry, another technical term inexplicable to my layman ears :) I'm guessing we could consult math texts for some more insight.
the last object dosen't have z fighting probably because one of the face is white...but the other one that's overlapping on the face is ALSO white...so SU shows them all white...if u reverse one of the faces...it's probably gonna cause Z fighting again! XD
It's called Z-fighting because the two components are fighting that space in Z-direction (depth). It might be height or width depending on where your point of view is... I guess the name comes from webdevelopers because the web is normally a 2d dimension but you can "stack" objects with Z-index.
@Skeluz Correct, with the exception that it doesn't, of course, come from web developers, but it comes from 3D graphics developers. Z-buffer, which is referred to when the renderer needs to decide, in which order to draw the pixels, is from 3D graphics too.
It's called Z fighting because it is the Z coordinate that the circle share. X and Y usually refer to the two dimensional plane and Z is the third dimension.
BishopBigans 1 year ago
got a problen on facw flashing. as i pull up a surface, it got 'z-fighting' as youve said. how could i solve this. please
rjaybanez 1 year ago
How can you make letters/word on Sketchup?
SuperMariofB 2 years ago
its really help...thnx
captainmarsqwerty 2 years ago
z-fighting is VERY disturbant if you got a complex building / object and want to export it with collada exporter... collada doesnt export objects with z-fighting or so called "degenerated faces".
the most annoying fact on sketchup as modeler on a game mod.
xYxFUNKxYx 2 years ago
the reason for not getting a z-fighting situation in the second example, is the two faces have a matching color. they're both white, so you cant's see them z-fighting. if you turn one of them in to green, black, red or any color that isn't the color of the other face, you will see z-fighting.
hijlo 2 years ago
yeah, thats my problem
jordan59961 2 years ago
Thanks alot!
Noname9000000 3 years ago
As I understand it from other 3D experiences:
the "fighting" concerns the display renderer not knowing, for any given pixel, which of two or more co-planar polygonal faces to draw. The result is this flickering between the two.
Co-planar, or incidental polygons, are an example of "manifold" geometry, another technical term inexplicable to my layman ears :) I'm guessing we could consult math texts for some more insight.
horkenstein 3 years ago 2
the last object dosen't have z fighting probably because one of the face is white...but the other one that's overlapping on the face is ALSO white...so SU shows them all white...if u reverse one of the faces...it's probably gonna cause Z fighting again! XD
zelox991 4 years ago
It's called Z-fighting because the two components are fighting that space in Z-direction (depth). It might be height or width depending on where your point of view is... I guess the name comes from webdevelopers because the web is normally a 2d dimension but you can "stack" objects with Z-index.
Skeluz 4 years ago
@Skeluz Correct, with the exception that it doesn't, of course, come from web developers, but it comes from 3D graphics developers. Z-buffer, which is referred to when the renderer needs to decide, in which order to draw the pixels, is from 3D graphics too.
Corvin666 2 years ago
Great, thanks for pointing that out.
Skeluz 1 year ago