Most of the problems people have with this is that their front clipping
plane is some incredibly small number, causing most of the zbuffer to be
wasted on the first meter. Using a 32 bit ZBuffer, I would estimate that
your front plane would need to be set at 0.25 meters and your back buffer to
10000.  But I am sure my answer is not precise, and you will find many
discussions on how to calculate an optimal clip in the archives.

The other thing you can do is to draw your far away things without using the
zbuffer (which you can control in your rendering attributes.  Another trick
you can do is to pull your camera back to compensate for the front clip
being non-zero.  So as an example you can pull the camera back 0.5 meters if
your clip is at 0.5 meters.

Dave Yazel

-----Original Message-----
From: Alvaro Zabala [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 04, 2001 11:40 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] zbuffer tearing


Hi everybody!

I made this question some time ago, but I hope to someone could help me now.

Our scenegraph is a very complex terrain, with many objects loaded, and a
extension of about 10 x 10 Km.

So we are getting a lot of problems with the zbuffer resolution.

We have made a class wich updates the near and far clipping planes, but We
dont know what is the best
algorithm to do that. We fix these clipping planes by making many attemps.

I have this dates:
    My position.
    Terrain's mer: xMin,yMin,xMax,yMax

    Number of objects in the scenegraph: trees, electric posts, electric
substations, etc


Could you help me, please?
Thanks!

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