For distant geometry objects, take a look at background geometry.

Multipass rendering is on the list of possible future features.

Doug Twilleager
Java 3D Team
Sun Microsystems


>Subject: Re: [JAVA3D] Rendering terrain beyong clip range
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>Dave,
>
>I've been wanting to solve this issue myself but I've not worked on it.
>Your post made me think... hmmm... what if we could render distant
>objects with the clipping plane shifted FAR off into the distance,
>basically take a snapshot of it and use that as a raster like background
>which then would be painted over by the near render?
>
>Our engine could adapt to this fairly easily if someone at Sun (or
>someone else) knows how to split the render into two shots.  This might
>cut the frame rate in half but I'd be willing to accept this to avoid
>the z-buffer/clipping problems!
>
>- John Wright
>Starfire Research
>
>David Yazel wrote:
>>
>> I have been trying to find out how to render 20+ KM of terrain without
>> having the clip set to > 20K.  I don't think there is any way to render
>> geometry farther than the clip.  The Clip node overrides the view's clip,
>> but does so for all geometry in view.  The ModelClip leaf is still bounded
>> by the view's clip.
>>
>> Our terrain uses an adaptive quadtree and it can easily render nice geometry
>> for miles.  One thing I thought about was forcing the further away (and
>> bigger) patches to render before the closer patches.  Then disable zbuffer
>> and scale them so that they are within the clip range.  Then subsequent
>> geoemtry would draw over it where appropriate.  I have not been able to get
>> this to work since scaling always pulls stuff towords the origin, which is
>> not right.  The next thought is to render the far off mountains to an
>> offscreen canvas and produce 4 textures which could placed as billboards
>> surrounding the view.
>>
>> Does anyone have a suggestion?
>>
>> Thanks,
>>
>> Dave Yazel
>>
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