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dommer2029

ZBuffer issue?

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A short history: The Z- (or W-) buffer has caused me some headaches in the past. At first, I had my near clipping plane set to 1, and my far plane set to 1500. But my distant objects didn''t always order correctly. Using a 24-bit z-buffer fixed the problem (until I tried to run on older hardware, and couldn''t run at all), and so did changing the near plane to 10. I''ve read that using a w-buffer is supposed to give better results for distant objects, but my own experience (on a Radeon 7200) is actually worse. Anyway, I recently imported a non-textured mesh in the shape of a torus, and I''m getting little quads blinking in and out. My first thought was that those polys are getting rendered behind the underlying terrain, via a z-buffer problem; but increasing my near plane to 100 or switching to a 24-bit z-buffer (or using a w-buffer) didn''t fix the problem. Am I barking up the right tree? Thanks in advance, Domenic, Underdog

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