2 suggestions(maybe not practical):

(1): leave those holes, have your background color looks like sea

(2): write a program to find all those vertices lying on the sea(this is easy), try to 
re-construct the sea using all those vertices you found(is it possible? I am not qutie 
sure)

white



On Wed, 3 Jul 2002 10:15:41 +0200, Roger Berggren <[EMAIL PROTECTED]> wrote:

>Hi Roy,
>
>I have thought about a similiar problem and I'm wondering
>if one solution is to move the earth surface a short distance
>away from the water sphere.
>
>I know this means you have to traverse and modify all your
>coordinates for the earth surface, but this will not take that
>much time even with large datasets (500 000+ coordinates).
>
>If you do not think that this is a solution could you please
>explain why.
>
>Roy Duffy wrote:
>
>>We have been running into a problem in Java3D for over a year now, and
>>we are looking for a better solution to the problem than we are
>>currently using.  The
>>problem is this:  we have a database of polygons that make up the
>>earth's surface, but just for land, not for the oceans.  There is no
>>easy way using the data to
>>separate out the coastline, so we can't really generate the water
>>ourselves.
>>
>>So, what we want to do is render a high-resolution blue sphere, and then
>>render the land on top of the sphere.  The two parts are coplanar (there
>>is no
>>elevation data in our dataset), so we clearly need to do something to
>>get around the Z-fighting problem.  We have tried a variety of things,
>>but none of them
>>seem to work:
>>
>>   1.The correct solution would be to use a DecalGroup (since that is
>>what it was created for in the first place!!!)  Unfortunately, there is
>>a known bug in
>>     Java3D (BugId 4476109) that messes up the depth buffer when using a
>>DecalGroup on Nvidia cards.  We
>>     submitted this bug report a year ago, and it has not yet been
>>resolved.
>>   2.Our second attempt was to use an OrderedGroup instead of a
>>DecalGroup, setting  setDepthBufferEnable(false) and
>>     setDepthBufferWriteEnable(false).  This had the exact same problem
>>as the DecalGroup attempt.
>>   3.The third attempt was to use the polygonOffset to try to bump the
>>Z-buffer value of the land to prevent Z-fighting.  This was CLOSE to
>>working, but
>>     there was still Z-fighting in certain spots.  And besides, the
>>Java3D archives are full of messages saying "be careful with
>>polygonOffset.  It works
>>     differently on different graphics cards"
>>   4.The only way we were able to get it working (and I use that term
>>loosely) is to set a transparency attribute on EVERY object in the
>>scene.  So, we are
>>     effectively disabling the depth buffer and rendering every object
>>using alpha blending.  Which means that you have some objects rendered
>>in front of
>>     other objects even though they should be behind them, and even the
>>objects themselves are sometimes drawn backwards, with parts of the
>>object
>>     incorrectly in front of other parts.
>>
>>So, what I'm looking for is (a) a brilliant solution to the problem, (b)
>>a kludgy solution that works better than what we have, or at least (c) a
>>better feel for
>>when (and more importantly, IF) the bug mentioned above will ever be
>>fixed.
>>
>>Thanks,
>> -Roy Duffy
>>[EMAIL PROTECTED]
>>
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>>
>>
>
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