# Keeping trianglestrip from interferring with plane?

**URL:** https://forum.castle-engine.io/t/keeping-trianglestrip-from-interferring-with-plane/1236
**Category:** Uncategorized
**Created:** [June 18, 2024, 4:39pm UTC](https://forum.castle-engine.io/t/keeping-trianglestrip-from-interferring-with-plane/1236 "2024-06-18T16:39:06Z")
**Posts on this page:** 1
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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [June 18, 2024, 8:39pm UTC](https://forum.castle-engine.io/t/keeping-trianglestrip-from-interferring-with-plane/1236/3 "2024-06-18T20:39:31Z")

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1. As for `RenderLayer`: actually the default is “back”, see [Castle Game Engine: CastleTransform: Class TCastleTransform](https://castle-engine.io/apidoc/html/CastleTransform.TCastleTransform.html#RenderLayer) . So to make it useful, you’d actually want to set road (or everything except the terrain) to `rlFront`.

2. As for blending sorting: You can set `BlendingSort` to `sortCustom` and then assign `OnCustomShapeSort`. See [Castle Game Engine: CastleViewport: Class TCastleViewport](https://castle-engine.io/apidoc/html/CastleViewport.TCastleViewport.html#OnCustomShapeSort) and our blending docs: [Blending (Rendering Partially-Transparent Objects) | Manual | Castle Game Engine](https://castle-engine.io/blending) . On I found the forum thread where I mentioned it too – [Background water texture modifying foreground leaves in tree](https://forum.castle-engine.io/t/background-water-texture-modifying-foreground-leaves-in-tree/1151) .

3. Your screenshot seems to show regular Z-fighting. This just happens because the Z-buffer precision is limited.

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