cmodel
December 10, 2025, 3:00am
1
Hello,
I have met one strange problem, I have the rendererd image in display area, when I zoom in with mouse, it gradually display some strange lines, more zoomed-in(closer), more clearer the dashed lines. But I have not set anything for such strange lines. I don’t know where these lines came from.
I attached some screenshots in this thread, please somebody help me diagnose from these images.
If you need the implementation code, I can add some c++ codes later.
the first image - very far.
the second image - zoomed in a little bit. We can see some waves(or lines) now.
the third image - zoomed in again.
the fourth image - zoomed in more.
the fifth image - zoomed in to be very close.
I don’t know why this happens. Can you analyze possible reasons based on these different images?
Thanks a lot.
Are you using Parallel Projection or Perspective View? If Parallel Projection, there is a lot of existing discussion and workarounds, etc.
cmodel
December 15, 2025, 1:41am
4
How to share with you? Upload under this thread ?
cmodel
December 15, 2025, 1:55am
5
cmodel
December 15, 2025, 1:56am
6
Yes, we are using parallel projection.
cmodel
December 15, 2025, 2:07am
7
Thanks for sharing VTK sample! I can reprod the issue. I believe we can fix it but I may not be able to get to it right now, so I’m documenting my findings to help me later or someone who can dig into it now.
I can also reproduce the issue in paraview. There is definitely something off when the camera position gets very close to the geometry in orthographic projection mode. The issue did not appear when I checked the “Disable Lighting” box, which led me to suspect the shader’s normal computatio…
This is what I searched on parallel projection view issue, seems similar with what I met now.
If you switch off parallel projection, what does it look like?
cmodel
December 16, 2025, 3:28am
9
I used like this:
camera->SetParallelProjection(false)
Looks like those lines are disappeared.
screenshot:
But If I still want to use parallel on, how need I fix the issue?
Use the shader replacement code as the workaround ?
Thanks.