may be a good idea to allocate more bits to the depth buffer. This will allow more discrete distances to be
stored. Usually the depth buffer is 24
coplanar polygons must
be rendered, one may wish to use a
which offsets the z-value (in eye coordinates) for the polygon being
rendered. Offsets can be positive or
negative (negative will move the object closer to the camera) and are computed
before depth buffering.
offsets can by enabling GL_POLYGON_OFFSET_FILLglPolygonOffset(GLfloat
factor, GLfloat units);
offset is factor × dz + units
where dz is
the change in depth relative to the screen area, and r is
the smallest resolvable offset in the depth buffer.