Some of the areas we're working with seem to be bumping into precision issues with the depth buffer. A common workaround for this is to implement a reverse z-buffer.
It's fairly easy to reproduce with some of the BGE and other maps if you look around. General rendering shouldn't be impacted, and of course the issue should've been eliminated (or at least less noticeable).
Mockups or Wireframes
N/A
Dependencies
N/A
Risks or Challenges
Haven't really implemented it before, but it seems simple enough. My only concern is it impacting the renderer in some unexpected way, though it's fairly unlikely in of itself.
Summary
Some of the areas we're working with seem to be bumping into precision issues with the depth buffer. A common workaround for this is to implement a reverse z-buffer.
A good resource on it can be found here.
User Story
N/A
Acceptance Criteria
It's fairly easy to reproduce with some of the BGE and other maps if you look around. General rendering shouldn't be impacted, and of course the issue should've been eliminated (or at least less noticeable).
Mockups or Wireframes
N/A
Dependencies
N/A
Risks or Challenges
Haven't really implemented it before, but it seems simple enough. My only concern is it impacting the renderer in some unexpected way, though it's fairly unlikely in of itself.