Desiree,

I have only just started to look at this but a few initial comments come to mind.
These points will not help (much) but could make a little difference in similar applications.
My points are not about Z buffer (that comes later) but are with respect to accurate positioning
of objects in relation to each other, and accurate relative movement.
1) You are just going over the limits of single precision floating point (SPFP).  Generally you
only get the equivalent of 6 to 9 decimal digits of precision from SPFP. This sounds odd but
I did a few articles on this subject (in reference to VRML) to explain this.  The math precision
issues addressed in the articles should be applicable in general.
2) If you centre the models over 0,0,0 you can, in my mind at least, gain a little more overall precision
as you are using the available precision for both negative and positive SPFP numbers.
3) Because of the above, when operating with such large models you may be better off using doubles.

Now for the Z buffer issues.
I ran your program and the problems are certainly typical of 'Z buffer tearing'.  So I will try some sort
of dynamic change of clipping planes and see if this helps.  Anyone on the list done this already, perchance??

Chris

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