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 � ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
