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.
Enabled depthtest:
http://imageshack.us...7/zfighting.png
Disabled depthtest:
http://imageshack.us...nozfighting.png
Anybody has an idea?
Another question:
Is it possible to write to the depth buffer without depthtesting?
Thanks
Edited by TheQaa, 17 November 2012 - 11:57 AM.






