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Backface culling in 3D viewport

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Hello,

I've been trying to deal with z-fighting in the surfaces in my 3D view.  I've managed to address some of it by ensuring terrrain surfaces weren't drawing triangles and by enabling front and back clipping (which seemed to have a mixed effect).  But in the end, there's still some mystery polys that are being drawn that I can't seem to eliminate.

Any thoughts?


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