can you think of a reason why a skybox is in front of terrain ??
it is just the skybox and nothing more …
i used the skybox from the TestTerrainIsland.java … but it does not work …
well … just use a Renderqueue … add Terrain and Skybox to it … and it works … like
I have a similar problem, with the difference, that I want to show the arrows always in front the sphere
Renderer.QUEUE_OPAQUE <-- I know that there are other options. Maybe someone can explain me those options!
Use BasicPassManager and RenderPass.
Put all your "physical" objects in on RenderPass, and your HUD stuff (like the arrows) in another. They will be rendered in the sequence they're added to the pass manager.
Search the forum for more info.
public BasicPassManager passManager;
RenderPass rPass, hudPass;
passManager = new BasicPassManager();
rPass = new RenderPass();
hudPass = new RenderPass();
In your update() method:
In your render() method:
Sorry, but I can’t get any solution with your answer!
BasicPassManager and RenderPass are already included!
So what now! :’( I can’t look for it, because I don’t know for what I’ looking for!
did you make sure the camera is inside the skybox, and the skybox has the correct ZBufferStates set (maybe a updateRenderStates() was missing)?
cant you just disable depth testing on the zbufferstate for the arrows?
zbufferstate works perfect!