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depth buffer precision

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Hello everyone, I'm stumped and out of ideas. Currently, we have a b-spline tunnel working. All objects uses its z-pos to determine where it is in the tunnel. Eg. the camera uses the player z-pos so it know where to draw stuff on the screen. There is a problem though: as the game progresses the z-pos is a very high value thus depth precision is gone. That is, when the game is deep in the tunnel there will be z-fighting or dithering effects in the objects being drawn on the screen due to imprecise depth calculations. Anyone have any ideas how to overcome this imprecision? I tried playing around with the depthrange (default is 0 to 1) but nothing happens. How do I shift the b-spline curve along the zpos?

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