Original Post
At the moment I am busy creating a terrain editor for a possible game but I am having problems with z-buffering. My near clipping plane is 1.0f and my far clipping plane is 2000.0f (as I am using 1.0f to represent 1m in the world) and I am getting terrible clipping errors (when I use z-buffering) with objects as I move further away from the ground, the dams of water get horrible jagged edges on them and distort from well defined edges. I've been reading up about z-buffers and w-buffers to try solve the problem. I've used w-buffering instead of z-buffering and it solves the problem perfectly, but unfortunately none of my graphics cards support w-buffering (and they aren't old cards either), so I take a huge performance hit by using w-buffering. Apparently most cards only have z-buffering support. I do not want my game to fall back on software, so what can I do about it? How can I make z-buffering work for me? Any advice or link to some related info. would be much appreciated. Please don't refer me to DirectX SDK, that's where I've come from.