Oh btw, the near and far planes for the camera define where 0 and the max z-value are as far as depths go, so the closer these two are together, the more accurate the zbuffer is. If you need to see really far then you'll have less accurate intersections between polygons and possibly objects behind trees appearing in front of them. That's why the far plane isn't just set to infinity. Also, the near plane will have more effect than you expect because te depths are calculated in an exponential way I think. So so if you move the near plane really close to the camera then you'll be compressing most of the zbuffer depths close to the camera. Of course if you move it too far away then you see stuff clipped when the camera moves close to it.
What is a z-buffer?
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