I've finally gotten around to re-coding my terrain system.. This version does not use a quad-tree as I had to remove all of the code because I forgot how it all worked. Seriously.
Anyways this screenshot is showing major z buffer issues with a 32-bit zbuffer. Is this a driver error or something I'm doing wrong? I did not encounter this on my GeForce3, but I also did not get 490 FPS on a 256x256 brute force grid either.
My quad tree code gave 90 to 100 FPS on my GeForce 3, and I cannot imagine what it will do for this GeForce 7800.
Any ideas on how to fix this zbuffer issue?
I should note that the far clip plane in this scene is at 50000.0f. Perhaps the ZBuffer values are so close at that distance that float is not accurate enough to correctly render in the right order. I ramped up the distance because the FPS on my GeForce 7800 are just amazing and I cannot for the life of me get the frames to drop significantly.