Hi Paul,

Here is an interesting link that explains the core of the problem.

http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

It's been a while, but one technique for dealing with this is to clear the
zbuffer and reset the near plane location when drawing different portions of
the scene.  This can work well if you can divide up your scene into stuff
that is further away (like terrain) and stuff that is closer (like the
cockpit) and then carefully pick the order you draw the different portions
of your scene graph.

Regards,

Curt.


On Thu, Feb 10, 2011 at 1:04 AM, Paul Guhl <ad...@simtechnologies.de> wrote:

> Hello!
>
> I have unsolved problem driving me nuts for weeks now. In my opengl
> application the terrain presentation is flickering very frequently
> (either as whole our 1/3 of all polygons). The problem disappears as
> soon as i increase the near clipping value. The problem root is the z
> buffer precision, but greater near clipping in turn truncates much of
> the virtual cockpit display. How did you solve the clipping problem in
> flight gear???
>
> Thanks in advance
> Paul
>
>
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-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/<http://www.flightgear.org/blogs/category/personal/curt/>
------------------------------------------------------------------------------
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
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