Something that I have done (please let me know if this is not a good way to
do it or if there is a better way), is to break up my scene into parts.  I
have the "large distant" things in one part of my scene graph, and then
everything else in another part.  I then render them in separate render
bins, assuming that the large things will be drawn behind the smaller
things.  I also scale down the large objects and draw them closer to the
camera so they still look the same size.  I know this would throw off fog
calculations unless you adjusted for that, but I have found in my space
scenes that I can draw small ships right next to planets without having
near/far clipping problems, Z buffer fighting, or single point precision
errors.

-- Rick

On Mon, Jun 29, 2009 at 7:52 AM, Ren Liwei <lw...@163.com> wrote:

> Thank you Maria, your method should work well in most circumstance. But, my
> sky sphere whick has a very large radius would surely be cliped by the far
> plane in that, and that's not what i want to see. Any ideas to solve it?
>
> Thank you,
> RenLiwei
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14643#14643
>
>
>
>
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