It looks like an issue with some of the normals not being exactly perpendicular to their respective surface.
Try applying your normals before you translate.
Soviut
2009-10-16 06:14:37
It looks like an issue with some of the normals not being exactly perpendicular to their respective surface.
Try applying your normals before you translate.
This could be a depth precision issue where the back-facing polygons are poking through. Try increasing the value of zNear as much as possible without clipping your scene.