Cut-off planes are determined by the perspective projection matrix.
If you are using glFrustum , change the last argument passed to it to 2,000,000,000.0.
If you use your own matrix, set the 10th element of your matrix array:
(2000000000.0+nearClippingPlane)/(nearClippingPlane-2000000000.0)
(formula (far+near)/(near-far) )
and from 14 to:
(-4000000000.0*nearClippingPlane)/(2000000000.0-nearClippingPlane)
(formula (-2.0*near*far)/(far-near) )
2,000,000,000 is very important, so a Z-fight can happen if you add details such as mountains.
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