> 1. Z-Fighting issue with underlying (wall-) texture - Would be best if
that can be handled more smoothly than just moving the portal out a bit.
The "moving out fix" does not fix it for all situations because the depth
buffer has a too small resolution (From what I understand, many AAA games
have a 128 bit z-buffer or other techniques to avoid z-fighting by
improving z-buffer resolution).

That minimizes problems but can't remove z fighting completely. In fact it
may even make it worse as z-fighting occurs when there are tiny differences
in z interpolation across the surface of two polygons. If the z buffer has
a higher precision the chance of such z fighting actually increases IMHO.

> 2. Clipping issue when getting too close - It is exactly what it says:
When you get too close, the portal plane is clipped away and you see the
wall or w/e other object is behind it. Apparently only some have this.

yes, that's a bug.

> Portals need an indicator as to whether they may be traversed at all. I
can imagine that portals can also be used for screens that show live camera
feed from some other part of the game (like you see it a lot in Deus Ex and
many other games). Obviously, the physics engine needs to know that it
should not port objects that come sufficiently close to the ingame screen
that is represented by that portal.

This we have. There are flags to indicate that a triangle needs collision
detection or not. Also for physics it is a matter of making a body that
does not have a colliding plane for the portal. So this is already possible.

Greetings,
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