Hello,

First my questions, then the explanations...

1. Is it possible, to control Z-Buffer partitioning? Large universes
demand either high-precision Z-Buffers or some sort of logic
separation.

2. Is it possible to influence the rendering process and probably
render multiple scenes into one frame? For example to render all
very distant objects first, than a couple of closer ones etc.


Why I would like to know all that:

Apparently a Z-Buffer can only handle a certain depth without
getting into trouble, since a Z-Buffer has a number of byte
to store each pixel's depth.

Problems arise, when trying to render a multi-resolutional
universe like the solar-system:
- The size and distance of the sun introduce an upper bound
- The size of small objects like satellites introduce a lower bound

As the range of possible Z values is bound with an upper
and a lower bound, the Z-Buffer has to cope with high numbers
and runs into precision errors.

The result are uncorrect rendered objects, which sometimes
let hidden objects shine through etc.

Cheers, Thomas

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