How is it possible to stop or highly reduce clipping because in a simple 3D world I created objects seem to ‘fall behind the screen’ a long time before they should when you moving around?
This screen-shot might illustrate my problem better.
Set front (near) clipping plane distance (e.g. in gluPerspectice) to lower value. But never to 0. Keep far/near lower than 1e6 in order to have acceptable resolution with 24-bit Z-buffer.
In addition, you can switch off the depth-test for fragments in front of the near plane: glEnable(GL_DEPTH_CLAMP);
Note that this can introduce artifacts, e.g. your grey plane could overwrite your wireframe rendering (just in front of the near plane of course).
Thanks, that solved the problem.