I’m experiencing terrible z-buffer artifacts (huge bands all over polygons) in 16-bit color mode on TNT 64 Pro and GeForce 2 GTS. They disapear completely in 32-bit color mode. The z-buffer resolution is the same in both cases. Changing it doesn’t make any difference. Fiddling with znear/zfar ratio doesn’t make any difference.
How can the color depth affect the z-buffer?
How can I get rid of the problem?
Any help appreciated, lenghty explanations by all means welcomed.
are u sure youre changing it , u might be requesting a change but u mighting be getting it.
try querying how many depth bits u get with glGetIntergerv( GL_DEPTH_BITS