For some reason, part of the Edges that are behind Geometry, still get drawn in the scene. The object neither has XRay enabled nor is "limit selection to visible" active. "Backface Culling" also seems not to be the problem. This only appears in Ortho View and not in Perspective View. Any ideas?enter image description here Perpective View: enter image description here

  • $\begingroup$ backface culling ? $\endgroup$ – lemon Aug 11 '16 at 10:08
  • $\begingroup$ thx, but didn't help either. $\endgroup$ – Demons Fate Aug 11 '16 at 10:12
  • $\begingroup$ can you or upload your model or show a screen shot with both ortho and perspective views ? $\endgroup$ – lemon Aug 11 '16 at 10:14
  • $\begingroup$ Uploaded the Blend and Perp View $\endgroup$ – Demons Fate Aug 11 '16 at 10:21
  • $\begingroup$ FYI, if that gives you an idea, if you separate a face, this face is ok after that. So this seems to be related to the object itself. $\endgroup$ – lemon Aug 11 '16 at 10:30

The problem is the clipping. I'm not sure whether it's a bug or not but lowering the end value solves the issue.your clip value Your clip value lower clip value lower clip value

  • 1
    $\begingroup$ It's not a bug (this time :) ). Depth Information (which is required for clipping geometry correctly) is stored as a grayscale buffer with a limited amount of 'color' depth. So, the distance between near and far clip is being divided by the maximum number of greyscale values which can be stored. Each of the values corresponds to a slice of the scene. If the values are far apart, each pixel contains more of the 3D scene so to speak, resulting in the camera not knowing any more what is in front and what is behind. It's the same issue as with Depth Shadow maps. Same logic, different outcome. $\endgroup$ – aliasguru Aug 11 '16 at 12:27
  • $\begingroup$ It is also worth noting that for perspective view, these values are not mapped lineary, the closer the object to the camera, the more precise the depth info (actually, the camera does a non-linear, perspective mapping of (x, y, z) to the screens (x, y, depth)). Orthographic view is a linear transformation, so those discrete values are evenly placed across that huge range. $\endgroup$ – Róbert László Páli Aug 11 '16 at 14:22

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