rpingry wrote:
> 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
> 


I don't quite understand by breaking scene into two parts. If it means tow 
groups in the scenegraph under the same main camera, they will be cliped by the 
same cullsettings(the same near far clip planes), the problem is still here. 
Then can we render them with different cullsettings?

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