> I have loaded a VRML file with the VrmlLoader that looks great except that
> there isn't any Z-Buffer processing whatsoever. It looks like each object
> can be seen reguardless of objects that should obscure them, but not all
> of the time. They seem to flicker depending on (I guess the order
> in which the engine renders the objects). What am I doing wrong?
This sounds like a problem with the clipping planes. If the ratio of the back
plane distance over the front plane distance is too large (>3000) then objects
near the back of the depth range will loose their z-buffering.
What is happening is that the perspective view creates a non-linear relation
between VWorld Z and screen Z. The worse the back/front ratio, the more
non-linear the relation. As I recall (this is a bit fuzzy), for ratio of 3000,
the front 1% of the VWorld space uses 99% of the z-buffer.
Using a frame buffer with more z resoulution (24 bits instead of 16 bits) will
help, but a back/front ratio of 100000 with objects in the back half of the z
range is going not look z-buffered no matter what you do.
Doug Gehringer
Sun Microsytems
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