as I’m a total newbie to OpenGL, I’m not sure whether this is the very same problem as described in the FAQ. When rendering a 85-poly object consisting of triangles and quads, shared edges of bright and dark polygons appear with an very ugly stair effect. I guess that this has to do with the depth sorting, since when I switch it off, everything works okay (well, except the depth sorting of course
Is there any way to get around this without having to care for the depth sorting myself? (There are no polys occupying the same plane space in the object, only shared edges.)
I appreciate any comments.