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What you are experiencing is commonly referred to as Z-figthing. That might help with finding some additional leads/ideas. And I would not call it a "bug", just a regular challenge in 3D applications.

Changing the far and near clipping plane values can help with the Z-buffer resolution, more specifically increasing the value for the near plane (see this exaplantion):

Remember that the key to Z-fighting is the ratio between the near and far planes.

 

For example:

 

Near: 0.1, Far: 1000

 

Near: 0.5, Far: 1000

 

You've only offset your near plane by 0.4 world units. It's not a huge distance. The ratio between your near and far planes just improved 5 fold, however.

 

So don't just automatically crank down the far plane, as you can often get more mileage cranking up the near plane. Often without much/any noticeable difference too!

 

Also, you should remember that the z-buffer is not linear. So you inherently get greater precision closer to the camera than you do further away. This is logical and helpful, but it makes it even more important not to needlessly set your nearplane too low or you're wasting a huge proportion of your z-precision on things you don't need/won't see.

Some further potentially helpful links:

What you are experiencing is commonly referred to as Z-figthing. That might help with finding some additional leads/ideas. And I would not call it a "bug", just a regular challenge in 3D applications.

Changing the far and near clipping plane values can help with the Z-buffer resolution, more specifically increasing the value for the near plane (see this exaplantion):

Remember that the key to Z-fighting is the ratio between the near and far planes.

 

For example:

 

Near: 0.1, Far: 1000

 

Near: 0.5, Far: 1000

 

You've only offset your near plane by 0.4 world units. It's not a huge distance. The ratio between your near and far planes just improved 5 fold, however.

 

So don't just automatically crank down the far plane, as you can often get more mileage cranking up the near plane. Often without much/any noticeable difference too!

 

Also, you should remember that the z-buffer is not linear. So you inherently get greater precision closer to the camera than you do further away. This is logical and helpful, but it makes it even more important not to needlessly set your nearplane too low or you're wasting a huge proportion of your z-precision on things you don't need/won't see.

Some further potentially helpful links:

What you are experiencing is commonly referred to as Z-figthing. That might help with finding some additional leads/ideas. And I would not call it a "bug", just a regular challenge in 3D applications.

Changing the far and near clipping plane values can help with the Z-buffer resolution, more specifically increasing the value for the near plane (see this exaplantion):

Remember that the key to Z-fighting is the ratio between the near and far planes.

For example:

Near: 0.1, Far: 1000

Near: 0.5, Far: 1000

You've only offset your near plane by 0.4 world units. It's not a huge distance. The ratio between your near and far planes just improved 5 fold, however.

So don't just automatically crank down the far plane, as you can often get more mileage cranking up the near plane. Often without much/any noticeable difference too!

Also, you should remember that the z-buffer is not linear. So you inherently get greater precision closer to the camera than you do further away. This is logical and helpful, but it makes it even more important not to needlessly set your nearplane too low or you're wasting a huge proportion of your z-precision on things you don't need/won't see.

Some further potentially helpful links:

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Philip Allgaier
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What you are experiencing is commonly referred to as Z-figthing. That might help with finding some additional leads/ideas. And I would not call it a "bug", just a regular challenge in 3D applications.

Changing the far and near clipping plane values can help with the Z-buffer resolution, more specifically increasing the value for the near plane (see this exaplantion):

Remember that the key to Z-fighting is the ratio between the near and far planes.

For example:

Near: 0.1, Far: 1000

Near: 0.5, Far: 1000

You've only offset your near plane by 0.4 world units. It's not a huge distance. The ratio between your near and far planes just improved 5 fold, however.

So don't just automatically crank down the far plane, as you can often get more mileage cranking up the near plane. Often without much/any noticeable difference too!

Also, you should remember that the z-buffer is not linear. So you inherently get greater precision closer to the camera than you do further away. This is logical and helpful, but it makes it even more important not to needlessly set your nearplane too low or you're wasting a huge proportion of your z-precision on things you don't need/won't see.

Some further potentially helpful links: