vamshi raghu schrieb:

> * why does the scene dissappear after a certain
>    z - distance ? can I change this?

Try to change the back clipping plane in the View class:

Projection and Clip Parameters

The projection and clip parameters determine the view model's field of view and
the front and back clipping distances.

    * Field of view - specifies the view model's horizontal field of view in
radians, when in the default non-head-tracked mode. This value is ignored when
the view model is operating in head-tracked mode, or when the Canvas3D's window
eyepoint policy is set to a value other than the default setting of
RELATIVE_TO_FIELD_OF_VIEW.

    * Front clip distance - specifies the distance away from the clip origin,
specified by the front clip policy variable, in the direction of gaze where
objects stop disappearing. Objects closer than the clip origin (eye or screen)
plus the front clip distance are not drawn. Measurements are done in the space
(physical or virtual) that is specified by the associated front clip policy
parameter.

    * Back clip distance - specifies the distance away from the clip origin
(specified by the back clip policy variable) in the direction of gaze where
objects begin disappearing. Objects farther away from the clip origin (eye or
screen) plus the back clip distance are not drawn. Measurements are done in the
space (physical or virtual) that is specified by the associated back clip
policy parameter. The View object's back clip distance is ignored if the scene
graph contains an active Clip leaf node.

      There are several considerations to take into account when choosing
values for the front and back clip distances.

          * The front clip distance must be greater than 0.0 in physical eye
coordinates.

          * The front clipping plane must be in front of the back clipping
plane, that is, the front clip distance must be less than the back clip
distance in physical eye coordinates.

          * The front and back clip distances, in physical eye coordinates,
must be less than the largest positive single-precision floating point value,
Float.MAX_VALUE. In practice, since these physical eye coordinate distances are
in meters, the values should be much less than that.

          * The ratio of the back distance divided by the front distance, in
physical eye coordinates, affects Z-buffer precision. This ratio should be less
than about 3000 to accommodate 16-bit Z-buffers. Values of 100 to less than
1000 will produce better results.

Violating any of the above rules will result in undefined behavior. In many
cases, no picture will be drawn.

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