That's just the nature of the depth buffer. There's not enough precision to stop it z-fighting.
Are you trying to occlude what's emitted behind another emitter, or just the windows inside the same emitter? If the latter you shouldn't need to do anything special, just render in the right order.
11-06-2021, 04:14 PM, (This post was last modified: 11-06-2021, 04:57 PM by Princess Nova. Edited 1 time in total.)
Wiremod screens have a model behind them that writes to the depth buffer. If the screen part extended past the model it would have the same issue.
If you want to avoid precision issues you need to avoid rendering everything to the depth buffer, and instead order your operations such that depth writes don't affect parts of the same plane, only other planes.