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Away3D 3.6 Cookbook by Michael Ivanov

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Defining depth of rendering

In certain scenarios, you may have a setup with multiple geometry dispersed across enormous environments. It may be, for example, an outdoor virtual world or a first person shooter. Some of those objects that lie too far in the direction of the camera, even if they are very small and distant or obscured by other objects, are still rendered by the engine. In this case, you may wish to exclude those distant objects from rendering until they reach a certain range from the camera.

Imagine a forest with a depth of 10,000 pixels. The density of the trees allows you to look into the depth of only 1,000 pixels and still the forest is endlessly deep (depends of course on how many trees you have placed). So moving through it ...

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