Thanks White for you response.  Fortunately, Sun fixed the bug that prevented us from 
using a DecalGroup to accomplish this (BugId 4476109).
So now everything works fine!

-Roy

White Morph wrote:

> 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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