I observe strange artifacts in my application when I switch from perspective projection
to orthographic projection.
Here's an image of the problem: https://dl.dropboxusercontent.com/u/56764397/projection_bug.png
It looks to me like some sort of z-fighting.
Now, I'm using depth peeling for transparency and the artifacts
disappear when rendering with another transparency technique,
so maybe the issue is how I read and write the depth textures.
It's pretty strange, though, because the projection matrix is not referenced in any fragment shaders.
Any ideas what I can do to isolate the problem?