Is it possible to force rendering of an object that's beyond the far clipping plane? For example, more realistic "space" rendering, where a large mesh such as a planet should be rendered even beyond the far clipping plane.
As a software developer in another field (but with an interest in video games!) I have only a very basic understanding of rendering engines - so please excuse if any of my assumptions in this question are wrong:
In every game I've played that includes space, usually one can tell the "trick" they're using to render large objects such as planets, is to make them smaller and move them closer to the camera such that they're close enough as to not be beyond the far clipping plane. This works kind of well, but the illusion breaks if one moves the camera left and right, and can see that the "large object" is actually much closer than the texture would have you believe.
What are the drawbacks (or maybe it's just technically infeasible?) to simply making these large objects closer to real size, placing them well beyond the far clipping plane, and forcing the rendering engine to render them no matter what? I'm aware that this could be a good candidate for just being a skybox, but what if you wanted something more complex, like the object rotating, or moving around?
As a follow-up, I'm also curious if there are any rendering engines that are designed to accommodate something like this. Technical answers, links to papers, or just plain math on the subject is greatly appreciated!