Zak,

The intersection problem - where there is tearing and flashing at the intersection of two
surfaces as you move around - is something I am familiar with in VRML - looks like
you have a similar problem in Java3d.

If this is what is happening it could be due to the precision of
the depth calculation for your particular model for the more distant surfaces.
You can manipulate the precision by modifying front and back clip planes.
This advice was from From: Doug Gehringer, Sun Microsystems:

         // Make sure that front and back clip planes are specified as a
         // virtual distance from the eye
         view.setFrontClipPolicy(View.VIRTUAL_EYE);
         view.setBackClipPolicy(View.VIRTUAL_EYE);

         double backClipDistance = <distance to furthest object in scene>
         view.setBackClipDistance( backClipDistance );
         // (back / front) must be < 3000 to avoid loosing z-buffer resolution.
         // The larger the number, the more the z-buffer space will be used
         // for objects in the front of the scene.  If you loose z-buffer
         // resolution for objects at the back of your scene, decrease this
         // number.  If your objects are getting front clipped, adjust both
         // the front and back clip distances to keep this ratio.
         view.setFrontClipDistance( backClipDistance / 600.0 );

I do not know where he gets the 3000 from.

Question to Doug and others:

Q: what is the precision of the Z-buffer in J3D?
Q: is the precision of the Z-buffer in J3D platform dependent?
Q: what ratio of back/front is appropriate for typical platforms?

regards,

Chris

Sackmunky wrote:

Please go here for the question and pictures:

http://davidsonenterprises.tripod.com/Question.html

Thank you

Zak



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