Model Breakup and Z Ordering Problems


This experiment demonstrates how parts of a model break up with distance from the origin and also how parts of a model are rendered in the wrong Z or depth order. Before trying this example, if you have not installed a VRML viewer then please go to these instructions.

Click on this VRML file: ztear/zTear7mil.wrl. You will see what appears to be a white rectangle with rows of pink boxes behind.
Actually, it is a series of numbered white squares with red squares sitting behind. The separation of red and white squares increases from left to right/top to bottom.

Change viewpoints successively further from the origin by using the Page Down key or right clicking and selecting them.
As you change to viewpoints increasingly furhter from the origin, you will first notice gaps forming between tiles. Later on the model will start to break up noticeably and some red tiles will begin to show in front of white ones, demonstrating incorrect z buffer ordering. At large distances from the origin the model break so much that it bears no resemblance to how it should be rendered (as it appears at the origin).