Absolutely, that's it! I found a quick work-around in my terrain engine,
though, but comparing any terrain vertices to the water plane height, and
adjusting up or down any vertices that are at the same height, to avoid
surface fighting for top dog in the Z buffer.

But offset bias is definately the "proper" way to go.


Thanks,
Scott
----- Original Message -----
From: "Simeon H.K. Fitch" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, March 21, 2002 4:11 PM
Subject: Re: [JAVA3D] Z buffer hints


> > -----Original Message-----
> > From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf > Of Scott Mobile
> > Sent: Thursday, March 21, 2002 10:24 AM
> > To: [EMAIL PROTECTED]
> > Subject: [JAVA3D] Z buffer hints
>
>
> > I know I've seen mention of Z buffer hints somewhere in the J3D docs,
but
> now I
> > can't.  I have two planes that are very close (water/terrain), and Z
> buffering is
> > giving typical results--some of the lower plane showing through.  I
can't
> just hide
> > the terrain polys because I need that for collision, and eventually I'll
> be adding
> > alpha transparency to the water plane.
>
> > I see no information on W buffers in J3d, so I need to give some "hints"
> the the
> > polygons that they are to be rendered on top.
>
> Is this perhaps what you are looking for?
>
>
http://java.sun.com/products/java-media/3D/forDevelopers/J3D_1_2_API/j3dapi/
> javax/media/j3d/PolygonAttributes.html#setPolygonOffset(float)
>
> Simeon
>
>
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