It's often desirable to disable culling for any geometry that is
non-spatial in nature. Such geometry is very common in modern graphics
programming.

Even after you disable near/far auto-compute, and set culling disabled on
your scene graph, the CullVisitor will still cull any geometry that is
behind the eye point. This makes rendering non-spatial geometry just a
little tricky. You must add such geometry to its own Camera node, and
configure the Camera so that the CullVisitor will not discard its child
geometry.
   -Paul
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