Does anyone know anything about using Background Geometry?
How does it work? If I want to draw a background starfield, for example, do I create a bunch of points and just transform them to where I want them to appear and then add their transformgroup to the background node and they stay at their current position as part of the background group? If so, how do they not get in the way of the live scene? How do I know they have been transformed far enough?
Also, if I wanted to do a starfield with some bigger star images in addition to simple points, how can I do that in such a way as the graphics stay visible without using OrientedShape3D behaviour, which can’t be added to a background geometry?