   Flickering normals
  Hi.I have a problem with flickering normals when rotating my camera. When the camera is still there are no problems (normals are perfectly fine).Has anyone experienced this before?   
  No, there's a bug in your code.Is there only a problem when the camera position this frame is different from the last frame? Or is it a case where depending on the camera position, the normal is wrong? Can you get the camera into a position where the normal looks wrong and doesn't "flicker" back to correct?   ;  Flickering might also be caused by the near clipping plane of your camera. If it's set to something like 0.1f, try setting it to 1.0f. You might have a z-fighting problem. z fighting at Wikipedia;  The normals are correct no matter where I place the camera or which rotation it has. The flickering only occurs while I move the camera.The flickering isn't due to z-fighting. It occurs even if there is no other geometry close by to fight with. Also, my nearclip is set to 1.0f.Fortunately, the flickering is quite subtle. Its only visible on surfaces with a single color texture and with lots of bright light (or if I draw the normals as colors). But I would still like to fix this issue.Any other ideas?   ;  Do you change anything other than the eye point and direction when you move the camera?   ;  Just a quick thought, Are you perhaps rendering a depthonly pass first with FFP, then rendering the geometry with zequal ? That gives a flickering result when moving the camera.If not, could you maybe show a screenshot ?   ;  No. I only change cameras direction.Supplying a screenshot of this phenomenon will be tough since I havn't been able to capture this in a screenshot.However, I does show in a video which I've put up on youtube:I'm using DirectX10, so no I don't use FFP.My engine uses deferred shading. I render to my G-buffer in a single pass (no depth pre-pass), storing my normals in viewspace.   ;  Oh that was subtle, the only thing that comes to mind is maybe rechecking how you pack/unpack your normals into the "Normal Rendertarget".Is the ball affected by a light ?PS, såg att vi har gått på samma skola, SOFE :)   ;  I think that if they wasn't correctly stored I would see the problem all the time, not just during movements.Yes, it's affected by a single directional light for simplicity.Strange thing is that I've experienced this like 5 months ago with another gameengine based on DX9 and forward rendering. That engine was seriously messed up (not my own! =) ) and the problem was MUCH worse then.PS. Kul! =) Vilken årskurs gick du? Jag började 07.   ;  I'm out of ideas.. very strange.. haha maybe a heat problem with the GPU ? :)PS. Skickade ett PM.   