views:

64

answers:

2
A: 

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
I use one normal vector per vertex for smooth effect. I tried use 3 normal vector for polygon (without smooth) and have same effect.If i place glNormalPointer(GL_FLOAT, 0, normals); before glTranslatef(1.0, -9, -22); it not help
Alexey
+1  A: 

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.

prideout
Yes, thanks. I set const GLfloat zNear = 0.1, zFar = 30.0, fieldOfView = 45.0; and now all look well
Alexey