View Full Version : sorry ... once again z-fighting

10-02-2002, 04:00 AM
I know it's been discussed over and over but ...
The methods (zbuff bit depth, glDepthRange, glPolygonOffset) are not very well "suited" for my kind of problem. The problem is that i don't know which poly is causing the problem so i can "mark" it and treat it in another way (the map is edited by somebody else). So, i need some general way to avoid z-fighting. I saw one method that involved the multiple drawing of the scene based on z range.

10-02-2002, 04:11 AM
Keep the relative distance beween the near and far clip plane as small as possible. That is, push the near clip plane as far out as you can possibly accept.

10-02-2002, 04:15 AM
A quick fix would be to uniform scale your modelview matrix - essentially shrinking your whole world, that way you lose some positional precision, but gain depth precision.