   Graphics glitch on intel integrated graphics
  Hi,I was testing my current project on some different machines to help ferret out problems, and I found one.  Here's a picture of a satellite being rendered correctly on the debug screen in my project:rendered correctlyAll is well!  However, as I zoom out more and more in game, I start to see artifacts on it!artifact!I have two other machines with a GeForce card and an ATI card and they do not have the problem.  I feel like its a problem with the depth buffer, but I don't know why I wouldn't see it on the other machines as well.  Or could it be a problem with the integrated Intel graphics?   
  Looks like z-fighting indeed. What depth buffer precision does the app use with that Intel chip?   ;Quote:What depth buffer precision does the app use with that Intel chip?Not sure how to check this?  I'm not changing any of the OpenGL setup / configuration based on the video card, or is this entirely card dependent?   ;  to see if it is zfighting (Im not 100% certain)try gluPerspective( X,X, near *10.0, far );i.e. make the near clipplane 10x larger   ;  Try glGetIntegerv to known the depth bits   ;Quote:Original post by scottrick49Quote:What depth buffer precision does the app use with that Intel chip?Not sure how to check this?  I'm not changing any of the OpenGL setup / configuration based on the video card, or is this entirely card dependent?You request a specific number of depth bits when you create the OpenGL context - thus the method varies depending on your windowing toolkit.If you don't request a specific number of bits, the driver will pick a default, and the Intel driver may be defaulting lower than the ATI. The Intel card should support a higher bit depth though, so try requesting one. For instance, my Intel X3100 (on a Mac) supports both 16 and 24 bit depth, and appears to default to 16.   