n Fri, Feb 29, 2008 at 5:05 PM, Thrall, Bryan
<[EMAIL PROTECTED]> wrote:
>  It sounds like you are running into the float precision problem:
>  vertices in OpenGL are limited to float precision, so when you get too
>  far from the origin, you lose precision and things start to swim around.
>  This could also cause the flickering, as different parts of the terrain
>  move up and down.

It might simply be a depth precision issue though...  this would
depend upon the setup of the near and far planes.

Robert.
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