I have a question about using OrderedGroups and Z-Buffers. I'm trying to write a space-sim where I have 3 layers of 3D objects:
1) Very distant objects like stars, galaxies, and nebulae, 2) Near distant planets, 3) Up close objects, like ships and space stations. I know that I can arrange the objects inside three individual groups under an OrderedGroup, and the resulting picture has the stars behind the planets and the planets behind the spaceships, and this forced scaling gives me the added benefit of using a different scale for each set of objects. For example, stars could be spaced at 1 unit = 1 light year, and planets can be scaled at 1 unit = 1000 Km, and ships can be scaled at 1 unit = 10 meters. The problem I'm running into is using a depth buffer for these groups. I need to use a Z-buffer for the spaceships group, and I'd also like to use a Z-buffer for the planets group. But when I turn on Z-buffers then I run into the problem where I'm using the same Z-Buffer for each layer. The ships can be obscured by the planets that are supposed to be behind them. Is there a way to seperate the Z-buffers between different groups inside an OrderedGroup? Or is there a way to clear and reinitialize the Z-Buffer between rendering different children in the OrderedGroup? Or is there another approach I can use? Thomas Foote www.BricksInMotion.com - LEGO Stop-Motion Animation www.DroidQuest.com - Robot Odyssey __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".