On Thu, 23 May 2002, Georg Rehfeld wrote:

> >> FrontClipping distance: 5000.0 meters
> >> BackClipping distance: (default for SimpleUniverse) 0.1 meters
> >> The maps used in the images is: 4200m x 2000m (Max Elev. is 200m)
>
> If this really is true you have 2 problems:
>
> - the front clip distance (near to the eye point) MUST be less then
>   the back clip distance (far from the eye point, see docs for
>   View.setFrontClipDistance)

Sorry, it isn't really true.  I've been pretty scatter brained
today.  Those numbers should be reveresed.  The FrontClipDistance is 0.1m
and the BackClipDistance is 5000m.


> - the ratio of back clip distance / front clip distance should be less
>   then 3000 (better < 1000) for 16-bit Z-Buffers (same docs).
>

Are all Z-Buffers 16 bit?  Thanks for the tip, I need to read up on this,
and how it limits me.

> The latter would correspond to Daniel Selmans guess:
>
> >>> The fact that the MapOverlap is not rendered looks like
> >>> a depth sorting issue, which would possibly point to a
> >>> depth buffer precision problem.
>
> regards
>
> Georg
>  ___   ___
> | + | |__    Georg Rehfeld      Woltmanstr. 12     20097 Hamburg
> |_|_\ |___   [EMAIL PROTECTED]           +49 (40) 23 53 27 10
>
UPDATE: You were both right on the money.

I went and changed the front clipping distance to 5, and the rear clipping
distance to 2500, (Thus improving the rear/front clipping distance ration
from 50000 to 500, well below the sugested 1000 factor).  This fixed my
problem!
        I noticed some interlacing between the MapOverlay and the
Map.  The closer the two were together, the worse it was.  I fixed this by
increasing the physical distance between them, and changing the
polygonOffset of the MapOverlay to -100.  (For the latter to take  effect,
 I also had to switch from the Direct3D version of Java3D to the OpenGL
version.  I know that positive polygonOffsets aren't implemented in
Direct3D, but I thought negative polygonOffsets were.  I couldn't produce
any appreciable change in my scene under Direct3D through playing with
the polygonOffset (either on the Map or the MapOverlay, positive, or
negative))
        There are other little quirks I have to go back and fix now (like
I can't see anything in my ParallelPerspective view, but I think that's
just a matter of setting the scale properly.


       Thank you very much.




        Noah J. Ternullo

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