text: [{"Owner":"Ahiru","Date":"2015-09-22T19:43:13Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_In this example I chose meter as a unit (but even using km does not make a difference)_dd_ _lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#1PGAPW%2320_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#1PGAPW#20_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_The sun in the distance should claim about half a degree angular size_co_ so being easily visible. But in fact it starts being visible at 9e8_co_ so MUCH later than the 1.4e11 it should be not only visible_co_ but still have a decent radius?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Any possibility in BJS to get realistic scalings?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_P.S._dd_ Changing the FOV is not very helpful either_co_ seems the z-distances can_t_t be calculated properly then_dd_ _lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#1PGAPW%2321_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#1PGAPW#21_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2015-09-22T20:54:02Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I had asked something like that one time. in Babylon 1 unit _eq_ 1 meter for example._lt_/p_gt__lt_p_gt_It is for us to determine a measurement unit._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Ahiru","Date":"2015-09-23T01:55:32Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_That_t_s what I thought_co_ and I_t_ll come back to that_co_ when I apply force - guess in the physics engines mass is in kg? And Force applied in Newton?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Found my mistake already - wrong unit for the sun-diameter - now in meter it_t_s exactly like expected_dd_ The 4m tall ship 458m away occupies the same space like the sun! GREAT!!! - Three.js had problems with large distances like that. _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Thank you BJS! -  makes building things much easier._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-23T02:47:12Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_/Happy_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Ahiru","Date":"2015-09-23T16:50:46Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt__lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_biggrin.png_qt_ alt_eq__qt__dd_D_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/biggrin@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt_ ... But just out of curiosity_dd_ What happens here_co_ that everything gets transparent? _lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#1PGAPW%2321_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#1PGAPW#21_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-23T17:18:12Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_This is depth fighting. Not enough precision in the depth buffer to address the large distance you want to cover _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Ahiru","Date":"2015-09-24T03:00:21Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Is there any way to higher the precision? I want to use the FOV as a telescope-view - does not make sense to mingle with the celestial object data when to zoom in the view_co_ does it?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#1PGAPW%2324_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#1PGAPW#24_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T03:49:19Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Unfortunately we have no control over depth precision_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_But you can tweak your object by using_dd_ material.zOffset_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Ahiru","Date":"2015-09-24T04:02:34Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Which means to calculate first manually the distance of the meshes to the active camera?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T04:12:52Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Yes _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_sad.png_qt_ alt_eq__qt__dd_(_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/sad@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Ahiru","Date":"2015-09-24T04:42:44Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Ok_co_ so then I easier (faster?) go with scaling all celestial bodies in frustum_co_ I guess._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T15:07:15Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_This is always the problem with limited depth buffer unfortunately_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]