Original Post
I am trying to add the Nvidia "Simple Depth Float Buffer" tutorial to my Cascading Shadowmapping, where you use GL_DEPTH_COMPONENT32F_NV and flip the depth buffer around After looking at the demo more closely, if the near plane is say 1.0 vs. some crazy amount like .001 or so I can't see any Z fighting... So is this really only useful in extreme conditions? Thanks [Edited by - MARS_999 on July 9, 2008 1:52:19 AM]