Two planes which very close to each other [closed] - javascript

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i have got a problem with 2 planes which are very close to each other.
One of the planes is causing glitches or even disappearing on certain point of view.
Here is the code:
var renderer, scene, camera, controls, mesh;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 16, window.innerWidth / window.innerHeight, 1, 50000 );
camera.position.set(8000, 4000, 13000);
controls = new THREE.OrbitControls( camera );
controls.target = new THREE.Vector3(0,0,0);
controls.minPolarAngle = 0
controls.maxPolarAngle = (Math.PI / 2) - 0.05;
mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 7000, 7000 ), new THREE.MeshBasicMaterial);
mesh.position.y = 0;
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshBasicMaterial({color:0x00ff00}));
mesh.position.y = 5;
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
Here is the fiddle: http://jsfiddle.net/mae1storm/2hLjn1t5/1/
What can i do to fix this problem?
Sorry for my bad english, Thank You.

The problem comes from the depth testing. These planes are so close together that their depth values are the same at some points, so the rasterizer can't really decide which one is in front of which. To solce this problem you have to either increase the distance between the two planes, or cur a whole in the bigger plane with the size of the smaller plan. Or in this case specifically, use a texture instead.
Also your scene is huge, which contributes to the precision issues. Scale it way down and you should be fine again. If your scene would be like 1/100th of the size it will work a lot better.

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https://threejs.org/examples/#webgl_interactive_cubes
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How to rotate an object using local coordinates [closed]

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Questions asking for code must demonstrate a minimal understanding of the problem being solved. Include attempted solutions, why they didn't work, and the expected results. See also: Stack Overflow question checklist
Closed 9 years ago.
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I can't find how to rotate an object around it's local coordinates, I tried using the rotation property, but it rotates the object around the world axis. I also tried to displace the object, set it at position (0,0,0), then rotate it and put it back where it was, but it doesn't work.
I don't find a way, any suggest?
Check here working code.
var camera, scene, renderer, geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
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geometry = new THREE.CubeGeometry(200, 200, 200);
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mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}

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