@Philip,
I think the problem with draw distance is all to do with the precision of the Z-Buffer. I beleive the Z-Buffer was devised a long while ago for CAD Applications where only objects close to the camera were rendered. The Z-Buffer is ordered strangely, with most of it's precision being used very close to the camera.
Frotier got away with it because it was written in software and could render what the hell it liked to the screen in what order it wanted.
I suppose one way to get round it would be to render the planets first then paste the other stuff over the top. I don't think this can be done in DBPro. We had something running like this in C# / DX9 but i'm not going back to those days
. I'm sure I-war 2 did this double render for it's planets and then local stuff.
We are not allowing ships to close to planets either, because to render the planet detail as well would quadruple the game programming. We are saying it's a limitation of the hyperspace drive system, getting too close to a gravity well causes a singularity in the drive (your ship becomes a trail of elementary particles stretching half way across the sysem. Ouch
)
Wouldn't worry too much because planets are big and space is BIGGER, from the distance we get to the planet, you would have to travelling very very very fast to see a change in the planets size. People will try and get bored very quickly.
I'll send you the files tonight. I'm at work at the moment.
PS : Yes the quote is from HPL's The Whisperer in Darkness.
Cheers
Silent][Phoenix
– and was drawn back through nameless aeons and inconceivable dimensions to worlds of elder, outer entity at which the crazed author of the Necronomicon had only guessed in the vaguest way