DirectX Z-Buffer Issue - c#

Does anyone knows what might be causing the weird artifacts I am seeing in my C# Managed DirectX application. Here is a screenshot of the problem I am having:
What you are looking at is some terrain with a flat plane under it.
To the left you can see the plane in front of the terrain even though it shouldn't be visible (it is underneath)
In the middle there is a transition stage where you see what i've been calling 'blinds'
On the right it is displayed correctly
This must be a Z-Buffer issue but I have not been able to sort it out. Has anyone else run into this same problem? It is driving me nuts!

It's called Z fighting and most likely your zmin of the projection matrix is too small.

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Any ideias?
Thank you for all the help
I believe all you need are Screen.currentResolution and Camera.main.ScreenToWorldPoint(). This could make things easier. You can adjust the borders position and scale to match your screen before runtime or after changing screen resolution. Visit unity document to see more details.

OpenTK/GL Texture has weird lines going through it unless camera is in a sweetspot

There's a lot of code so I'm not going to put it here. I'm just wondering if anyone has had a similar issue to this and how they solved it.
I'm trying to create a 3d scene in C# using OpenGL and have got lighting working as well as basic primitive models and more complex models. But now I'm trying to texture the walls and I'm getting these weird lines running through the texture. Whenever I move the camera the lines change and glitch around but are always vertical lines.
I have noticed there is a sweetspot for the camera when looking directly at the wall and being at the right distance from it.
The sweetspot
Rotate left - lines appear
Camera at right angle but wrong distance - texture dissapears
I know it's not a lot to go off so I'm not expecting anyone to be able to tell me exactly what to do. I just want to know if anyone knows what these weird results could be. I'm thinking I may need to change some texture parameters but not sure which ones. Is there a clipping parameter or something? Any sort of guidance here would be appreciated
This looks a lot like z-fighting, which is caused by rendering two surfaces at the same depth. Numerical instability will cause some areas to be drawn over others in a changing pattern.
If you can find out which surfaces you're drawing twice and get rid of one of them, then this problem should go away.

Why MoveAndSlide does not work with activated AnimationTree in Godot?

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Thank you guys,
The problem was solved by itself in next day, I tried to reproduce the same error again to understand the problem but I failed, I rearranged main character scene then the problem disappeared, how? I don't know.

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I've been trying to figure out how to use the RTS plugin from the unity Asset Store but there seems to be a problem. I have no idea why this is happening, but the z and y values are mixed up. I can scroll left and right perfectly but whenever I press "W" the screen zooms out instead of moving upwards. The same applies to scrolling. When I scroll, the screen moves upwards/downwards and doesn't zoom out like its supposed too. I tried creating my own RTS camera via Brackeys and the same thing happened. His game would zoom, mine would just move upwards. I'm not for sure whats wrong. Im fairly new to all this unity jazz. ANY help would be appreciated
it's a little hard to know exactly why this is with the information you have provided. But if I were you the first thing I would check is your input manager! Have you done that and made sure your inputs correlate to exactly what you want?
It's sounds like your settings may be not be the default, causing the differences?

Unity / HoloLens color separation on determined angle

I have a problem using HoloLens and Unity 2017.3.0f3. I open a menu (Canvas in World Space) depending on where the user is looking at using the voice commands.
When menu appears it seems stable, but when walking around it, there is a strange point where it starts to shake and it's separated in different colors, like a rainbow. Very shocking. After 2 seconds it stabilize and appears nice, but everytime I return to that point the same thing happens.
It's quite strange as it just only happen when getting into a specific angle like 65ยบ by left (clockwise direction thinking you are at 6 and the object is the center of the circle).
I have improved the general stabilization using SetFocusPointForFrame but anyway it still makes that strange color shake. Also, I tried to reduce FPS to 24 with no results. Quality is set to lowest... I don't know what more I can do. Any help?
To understand better the effect I found this video:
https://youtu.be/QMrx-BU4Hnc?t=6m25s
That final effect is what happens to my hologram, but the color separation is bigger and everything shakes.
Thank you!
EDIT: I tried to record a video using Device Portal but the objects dissapear instead of shaking O_o really weird.
Well, it's not really a fix. But if I use Unity 2017.1.0f and Visual Studio 2015 with UWP SDK 10.0.14393.0 the problem disappears... I'll try to find if it's a Unity problem or a SDK problem, but for the moment this is a valid solution to avoid the terrible shake with color separation.
Hope this helps someone! :)

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