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so, to rework from comments: this is Z-fighting. The math is very well explained here: http://chaosinmotion.com/blog/?p=555, and the ways to solve it here: https://www.opengl.org/wiki/Depth_Buffer_Precision, but the gist is that Z-buffer is discrete, non-linear, and depends on the ratio of farplane/nearplane. discrete: the distance between near and far ...


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As pointed out by @UnholySheep, I was linking the normal PhysX libraries, but the CHECKED versions of them must be linked for the PhysX Visual Debugger to work, and all the "error" messages that show up are perfectly normal when the PVD can't connect, which was the case.



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