How to get the rid of the z-fighting problem in OpenGL?
I'm writing a flight simulator and got stuck with the classic problem of this genre: the near plane of the viewing frustum must be close enough to make aircraft cockpit visible, the far plane has to be far away to enable visible distances with up to 40km. The visibility distance or near/far ratio is indeed beyond the z-buffer precision ability of opengl and distant objects flicker violently. This is the place a fancy 3d engine leaves you alone with your problem and you need a true knowledge of opengl :). Probably i found the right way to fix the problem (OpenGL experts correct me if i'm wrong)