Hi all,

I've read a lot on this forum about rendering geometry on top of a scene (HUD 
style), but I would like some details on how to render geometry "in the 
background".

I'm writing a small nodekit which is a "Far Object" and I have some problems 
with zbuffer and Near/Far planes calculations to avoid precisions problems...

* If I'm right, I only need to use the setRenderBinDetails to a very negative 
value to be sure the node is rendered first of all.

* I don't see how to deal with Zbuffer problem now... Obviously, I want to see 
my far nodes in the scene, but I want to avoid Z precision issues when 
rendering medium sized geometry near of the camera, so how do I manage this ? I 
think I need to keep the automatic Near/Far calculation if I want to see the 
nodes, but after rendering them, I need to clear the Zbuffer, what is the good 
method to achieve this ? using a ClearNode ? 

As my far node is designed to be a nodekit, I maybe need to avoid the use of a 
local camera as I see in discussions, because it could be introduce 
performances pb with many far nodes isn't it ?


thanks a lot,

Eric

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