Original Post
Hi, I have a problem of z-buffer precision, and I don't really know how to solve it. I work on a car driving simulator. We have a scene where we are on a highway. In this scene, the far clip is quite far away since we use a 5km² heightmap. But I also need to have a near clip quite close, since our car can come really close to other objects. I use 1 DirectX unit == 1 meter. So I end up having my near clip at something like 0.1 and my far clip at 5000 ... but this gives a lot of z-fighting artefacts. We solved them by increasing the distance between planes where this problem arise, but I'd like to know if there is a technique to avoid z-fighting on scenes with a big range of view. I think it's possible, a lot of games have a really big range of view, but no z-fighting. I just don't know how they do it ^^ Thx for any help.