Using that technique, you can't set vertices that are infinite in one or two dimensions, but not the third. In Eddie's case, he would like the x,y coordinates to be infinite while the z coordinate stays at zero, and this is just not possible Homogeneous infinity lets you position a vertex infinitely far away in a given direction; so it's good for drawing skyboxes because the skybox will look the same no matter where the camera is (since it's an infinitely big box), and will also automatically be behind everything else in the scene when you're using a z-buffer.
Shot in the dark (flickering triangles)
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