Original Post
This doesn''t seem to be a z-fighting problem, but it looks similar. I am drawing a terrain made up of a whole bunch of tris. I am trying to add water to the scene by the most expedient method possible - basically drawing a huge quad with a semi-transparent texture at a particular height. If the ground dips below the water quad, then there''s water. If not, it''s ground. The problem is that where the ''water'' intersects the land I''m getting serious triangle artefacts. I don''t think it''s z-fighting because the angle of the ground where it intersects the water quad is quite steep (around 1:1 gradient) while the water quad is completely flat. However, it looks the same.
I would expect some level of triangulation, but this is ridiculous.
I don''t know if it''s important, but I''m not drawing the water quad as a VB. I''m using a mesh - flat-plane mesh, 1x1x0 dimensions, scaled up to the required size and translated to the required position - instead. Seemed like a neat way to do particle effects... just draw single-plane meshes with different textures at the required xyz and size, instead of having to create VB''s and move them around.