Hi everyone, any help would be appreciated.

I'm trying to make proper rendering of the Trident.
I have some complex 3d surfaces and they're intersecting the trident
axes:
somewhere parts of axes are inside the surface, somewhere they just
hided behind the surface due to camera angle.
Despite the case there are parts of each axis that must be hided and
parts that must be visible.

When using Trident with Renderer.BASIC -- visibility of axes parts is
incorrect.
When using Trident with Renderer.CORRECT_Z_ORDER -- all parts of axes
are just pushed forward.
When using Trident with Renderer.INTERSECTING_OBJECTS -- range error
is thrown.

In my case Renderer.CORRECT_Z_ORDER is needed.
Can anyone suggest me some less buggy Trident or which primitives to
use to make my own custom trident?

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