We’re now coding a very large scenario and triangles sometimes “cross” each other (think of a terrain and a huge quad to create the sea). When this happens in the distance, we get an awful sawtooth pattern due to zbuffer unaccuracy. We solved this way back with some nvidia drivers which seemed to work with 32 bit zbuffer, and the problem was gone.
Now those drivers are also gone and we are asking if there is some software method to enforce the zbuffer depth? we are setting the Pixel format Descriptor to 32 in Depth Bits, but does not seem to do the trick.
thanks in advance,