i'm rendering volumetric clouds, which works pretty well. For the next step, i wanted to render some terrain. Previously the depth buffer was disabled, because i sorted all vertices, so there was no need. But for the terrain i need an active depth buffer while rendering the clouds and then i get massive graphic problems. It looks like z-fighting, but i got no idea how to deal with it. Here are some pictures to show my problem.
Anybody has an idea?
Is it possible to write to the depth buffer without depthtesting?
Edited by TheQaa, 17 November 2012 - 11:57 AM.