<div dir="ltr">Hi Mike,<div><br></div><div>have you tried using of height map with Triton? I am aware of the same issue and considering logarithmic depth buffer ... Suggested by Frank</div><div><br></div><div>Nick</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Sep 2, 2015 at 5:09 PM, Mike Greene <span dir="ltr"><<a href="mailto:mgreene@hiwaay.net" target="_blank">mgreene@hiwaay.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">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)?<br>
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Thank you!<br>
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Cheers,<br>
Mike<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature">trajce nikolov nick<br></div>
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