Hi Doug

> >The RenderingAttributes DepthBufferWriteable, DepthBufferEnable still
> >don't have any effect in more complex scenes (don't know why! Guess some
> >state sorting problem, as in OpenGL this is only a two-liner)
> >
>
> Have you reported this bug before?

Hmm now that you mention it. I'm not sure if I have. If I haven't yet,
well then I have now :)

> >Camera movements and at the same time setModelTransform in postRender() in
> >mixedMode still results into fucked up jittering of the Shapes drawn
> >in postRender()
> >
>
> This is a known issue with the current Java 3D architecture.  The ViewPlatform
> transform that is being used at render time is the one that was set the
> frame before last.  So, any mixed mode drawing will need to be aware of
> this.

I am aware of this, and that's why I set a new ModelViewTransform with
getGraphicsContext3D().set... but as I said when I have permanent changes
for example using a Behaviour which transforms the viewPlatform
TransformGroups in each frame. My shapes in postRender (alltough I set a
new ModelView to compensate this) jumps arround like hell. But still
appear finally at the right direction specified in the ModelView-Matrix.
It's only jittering (which is extremly annoying). I thought I could use
that as  workarround for the bug above because interestingly in postRender
the RenderingAttributes DepthBufferEnable and DepthBufferWritable work!

EOF,
 J.D.

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