Hi,
try to use an OrderedGroup. The OrderedGroup node is a Group that
ensures its children render in a specified order. With this you can
force to draw the water polys after the terrain.

Another way could be to push the front clipping plane a little forward
like 2.0. This can help a lot cause most of the z-buffer is used for the
close range.

Regards.


Thomas Bendig
[EMAIL PROTECTED]
Fraunhofer-Institut f�r Rechnerarchitektur und Softwaretechnik, FIRST
Visualisierungssysteme, Technologie und Anwendung, ViSTA


� 
-----Urspr�ngliche Nachricht-----
Von: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]] Im Auftrag von Scott Mobile
Gesendet: Donnerstag, 21. M�rz 2002 17:24
An: [EMAIL PROTECTED]
Betreff: [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.� 
�
My front and back clipping plane are as I want them, I know reducing
them will help, but that's not an option.� 
�
If anyone can point me to the right place or provide an example, that
would be great...
�
Scott
Virtopia 2 3D Project
http://vp2.onebigvillage.com
�

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