iphone - iOS simulator OpenGL depth buffer issue -


When running my OpenGL 1 app on the simulator, very close polygons flicker / merge in each other (z is not the value Perfect for these pixels) My machine is an old mac mini.

It looks like this happens in the simulator and everything is fine on the actual device. Anybody now why Does the simulator use a depth buffer with less depth than the iPhone?

Accurate Accurate Errors' will see different models for model from PowerVR model because it is too much Internal working values ​​are necessarily accurate, on which the final values ​​are deposited; I think the simulator is working correctly within the requirements placed on it ??? A buffer of the specified depth, with the value is essential as the calculation ??? But different round errors have to be done.

In general the simulator is not an emulator.

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