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Basiror

little depth test problem once again *engine included*

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www.planethalflife.com/borderline/members/basiror/enginetest.zip up there is a link to a test engine to see if my compiler works well i could fix all the bug that screwed the mesh up before but there is one last problem how could i fix the bug thatthe depth buffer works so inaccurate that some brushes overlap the others? i used glDepthRange(0,3); glClearDeapth(3.0); and of course i enabled the depth buffer before is there a more accurate way to perform depth testing or do i have to sort the polygons like bsp trees in front and back manner?? thx for help in advance (the engine does not include any steering code)

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thx to fieba he helped me to get rid of this ugly z buffer bug

solution

nearest clipping plane: 32 farest 4096
depthbuffer bits 32 thx

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http://www.gamedev.net/community/forums/topic.asp?topic_id=120565

check this thread for the beta release version of the compiler

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