Florin Herinean said:
> a) the main scene, which will include everything that's in the close
> distance, and with which you won't have any problems with the Z-Buffer
> b) a background *geometry*, not a texture, but one or more point arrays.
> Here you will put all the visible distant stars. It will not be very
> complicated and it will be fast enough to update the positions of the
> stars in the background whenever your view camera position changes
> significantly, i.e. when you jump from one star to another.

The reason I suggested 3 levels is because of the planetary scale objects
need to appear too. If you try and put these in your a non background
object (apart from when landing on one) then the scale you would need
would mean that you get so little presision on the smaller objects like
space ships that you could get some funny rendering effects. The planetary
scale scene would need to be depth sorted itself, so i think it would need
a scene of its own.
  The stars could be just placed in background geometry as you sugget
though, as long as they are just points, maybe scale the brightness on
them from the z distance from the viewer. I'm not sure what the speed
difference would be from rendering them as points every frame, or
rendering 6 images once when entering the area, and using them as
textures on the inside of a cube. The advantage of points would be that
it would be easy to fly between areas, rather than having to introduce
warp/wormholes/jumpgates etc.

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