Hi Mike,

http://sundog-soft.com/sds/2015/06/using-an-opengl-logarithmic-depth-buffer-in-silverlining-and-triton/

It will help alot with high z-ranges, but I had trouble inverting the function in my deferred pipeline, so I cannot use it right now.
Initial tests however yielded great results.
Having problems with Z-fighting when using a very large terrain database and 
mixing it with Triton ocean - seeing lots of z-fighting along the coast line 
where the water and the terrain depths are nearly the same. I can alleviate the 
problem by reducing the near/far clip boundaries, but this is not acceptable 
for our application as it cuts off the mountains in the distance of our 
terrain. Has anyone successfully used the Nvidia floating point depth buffer 
extension with OSG, GL_NV_depth_buffer_float, to increase the depth buffer 
precision? If so, how do you apply this in an OSG application 
(GraphicsContext:Traits)?
...

Thank you!

Cheers,
Mike

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