Original Post
Hello guys, I have a problem with my depth buffer in D3D9. We have a little engine where we can load quake 3 maps. In OpenGL it looks fine, but in D3D9 there are depth buffer errors. I try to describe: While moving around you can see that geometry behind a wall comes in front and goes back again, its like fluckering. All over the walls you have an effect looks like shadow polys and they are moving. So I set the near clipping plane from 0.1f to 2.0f and its much more better now. But if you are far away from an object you still the effect of swapping in front and behind, if you come closer this effect is going away. I hope you can help me. regards Vince