Quote Originally Posted by Paulius
I don?¢_~t think it?¢_~s a good idea to dump Z-buffering, unless you?¢_~re doing everything in ortho mode. This corruption happens because you?¢_~re probably doing incorrect depth testing, just set it to test if Z is less or equal by calling glDepthFunc with GL_LEQUAL
there was no corruption before, but sometimes if you draw more differently
textured primitives (let's say a single face) at same z value and YPR
they get that odd "zebra" effect. with no depth buffer everything goes drawn
over existing, and is actualy 20fps faster!!
there are just some minor problems with culling faces, which you need to do on your own.. but the game won't use any culling faces at all (except the doublesided drawing ) the map is made of cubes and the unused faces are
removed - culled in editing phase.

this way i efficiently gained 20fps on my P2 366 | riva tnt2 16mb computer