Thanks for the reply. The only problem is that I was working in P3D. I turned over to openGL and there seems to be a problem. When you zoom in all the way there is a lot of white space. Here is my code.
Change opengl to P3D and get rid of the import to see what it looks like in P3D. 
Quote: 
 
import processing.opengl.*;
float[] tr = new float[20];
void setup(){
 size(1000, 1000, OPENGL);
 background(255);
for(int i=0; i<tr.length; i++){
tr[i]= 94; 
}
}
void draw() {
lights();
  background(255);
  float cameraY = height/2.0;
  float fov = mouseX/float(width) * PI;
  float cameraZ = cameraY / tan(fov / 2.0);
  float aspect = float(width)/float(height);
  if(mousePressed) {
    aspect = aspect / 2.0;
  }
  perspective(fov, aspect, cameraZ/10.0, cameraZ*10.0);
  
  translate(width/2+30, height/2, 0);
  rotateX(-PI/6);
  rotateY(PI/3 + mouseY/float(height) * PI);
 pushMatrix();
  for(int i=0; i<tr.length; i++){
  box(tr[i]);
  }
  popMatrix();
for(int i=0; i<tr.length; i++){
tr[i]+= i+1; 
 pushMatrix();
//translate(height/2, width/2);
 
 if (mousePressed == true) {
  
  
    noStroke();
    fill(100,i+100,i+100,i+25);
 }
 else {
   stroke(100,i+100,i+100,i+50);
  noFill();
  
  }
    translate(-200, 200, -200);
  beginShape();
  curveVertex(tr[i],  mouseY+100, tr[i]);
curveVertex(mouseY+50,  mouseX, tr[i]);
curveVertex(68+tr[i],  19, tr[i]);
curveVertex(-21,  -100, tr[i]);
curveVertex(-50, -mouseY);
curveVertex(-tr[i], -tr[i] );
endShape();
if (tr[i]>width*9){
  tr[i]=0-1;
  
}
popMatrix();
}
}