<p>When objects from a CallList intersect the near plane I get a flicker..., what can I do?</p>

<p>Im using OpenGL and SDL.</p>

<p>Yes it is double buffered.</p>

[{'answer_id': 55325, 'author': 'TiTi', 'author_id': 435, 'author_profile': 'https://Stackoverflow.com/users/435', 'pm_score': 2, 'selected': False, 'text': '<p>Try to put the near clipping plane a little bit further :\nfor example with gluPerspective -> third parameter <strong>zNear</strong>\n<a href="http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/glu/perspective.html" rel="nofollow noreferrer">http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/glu/perspective.html</a></p>\n'}, {'answer_id': 55331, 'author': 'epatel', 'author_id': 842, 'author_profile': 'https://Stackoverflow.com/users/842', 'pm_score': 0, 'selected': False, 'text': '<p>Ah, you meant the <em>near</em> plane. :)</p>\n\n<p>Well...another thing when drawing polygons in the same plane is to use <a href="http://www.cs.sfu.ca/~haoz/teaching/htmlman/polygonoffset.html" rel="nofollow noreferrer">glPolygonOffset</a></p>\n\n<p>From the description</p>\n\n<pre><code>  glPolygonOffset is useful for rendering hidden-line images,\n  for applying decals to surfaces, and for rendering solids\n  with highlighted edges.\n</code></pre>\n'}, {'answer_id': 55412, 'author': 'Nerfboy', 'author_id': 5095, 'author_profile': 'https://Stackoverflow.com/users/5095', 'pm_score': 4, 'selected': True, 'text': '<p>It sounds like you\'re getting z-fighting.</p>\n\n<p>"Z-fighting is a phenomenon in 3D rendering that occurs when two or more primitives have similar values in the z-buffer, and is particularly prevalent with coplanar polygons. The effect causes pseudo-random pixels to be rendered with the color of one polygon or another in a non-deterministic manner, varying as the scene is animated, causing one polygon to "win" the z test, then another, and so on."\n(From <a href="http://en.wikipedia.org/wiki/Z-fighting" rel="noreferrer">wikipedia</a>)</p>\n\n<p>You can get more information about the problem in the <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm" rel="noreferrer">OpenGL FAQ</a>.</p>\n\n<p>glPolygonOffset might help, but you can also get yourself into trouble with it. Tom Forsyth has a good explanation in his <a href="http://tomsdxfaq.blogspot.com/2002_07_01_archive.html#79344425#79344425" rel="noreferrer">FAQ</a> Note: It talks about ZBIAS, but that\'s just the DirectX equivilent.</p>\n'}, {'answer_id': 60783, 'author': 'Haim Bender', 'author_id': 44972, 'author_profile': 'https://Stackoverflow.com/users/44972', 'pm_score': 2, 'selected': False, 'text': "<p>The problem was that my rotation function had some floating point errors which screwed up my model_view matrix.</p>\n\n<p>None of you could have guessed it, sorry for the waste of your time.</p>\n\n<p>Although I don't think that moving the near plane should be even considered a solution to any kind of problem usually something else is wrong, because openGL does support polygon intersection with the near plane.</p>\n"}]
['https://Stackoverflow.com/questions/55317', 'https://Stackoverflow.com', 'https://Stackoverflow.com/users/44972/']