3d render dont obstruct objects correctly


I am trying to render objects i import from fbx files exported from Blender. The file i am trying to import is a stomach. Here a link of what i am importing…

Anyways…I placed my camera inside the big stomach part and by watching to the walls of the stomach, i can see the area that were supposed to be behind the stomach walls blinking as if it rendered before the closed by walls did.

I noticed also that my avatar who wears clothers above the skin shows the skin blinking before being covered by the clothes.

So It seems to me the render is not rendering correctly.

Here is the code for creation of my camera:
this._threeObj = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 50000);

this._threeRenderer = new THREE.WebGLRenderer({antialias: false});
this._threeRenderer.setSize(window.innerWidth, window.innerHeight);
this._threeRenderer.autoClear = false;
this._threeRenderer.shadowMapEnabled = true;
this._threeRenderer.shadowMapSoft = true;

loading objects:

let loader = new THREE.FBXLoader();
object.receiveShadow = true;
object.castShadow = true;
object.frustumCulled = true;


Any thoughts on the problem?

To get help with this you’ll need to provide a demo, with complete code, so that others can see the problem easily.

One thing to try might be a higher znear, or a lower zfar, property on your camera. If the frustum is deeper than it needs to be, there may not be enough depth buffer precision.