I have a multipass rendering system.
When I have an object clipped with a clipplane0 I see my first object poking through in certain cases. Basically some angles I see it rendered in correctly, some angles I see just the first pass. Other times I see the just first pass, but on some parts I see the 2nd pass correctly interacting-it looks like z fighting.
When I use display lists this zfighting problem goes away on my GF4Ti.
My use of display lists is pretty limited. I set up all rendering (textures, lighting, depth buffer, etc) then call my display list, which if I disable for compatiblity reason just does the following: apply/lock a vertex buffer, call glDrawElements, unlock vertex buffer.
Anybody have any ideas about what I can do about this situation?