How to avoid Z-fighting in distance?
问题 So I recently watched a video on Z-fighting, and learned of a simple way to take care of it--mostly. The solution given was to actually skew the projection so that closer objects were given more space for more accurate depth testing (since floats can only be so precise), and further away objects were crammed into a small area of the projection. Now I'm quite new to OpenGL and graphics programming (just working through slowly), and I haven't actually made anything complex enough where this is