Thread: [PyOpenGL-Users] Missing Quadrilaters in a view-Newbie's question
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From: projetmbc <pro...@cl...> - 2009-04-08 12:31:53
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Hello, this is my first post on this list. I've decided to use OpenGL with PyQt. My first test is to draw a cartesian surface using quadrilaters. My problem is that when I move my scene with the mouse, sometime the point of view makes disappear some quadrilaters. I think that is due to my lake of knowledge about the definition of the view scene. How can I avoid this kind of problem ? Best regards. Christophe PS : I could put herer my python code if it's necessary. |
From: Mike C. F. <mcf...@vr...> - 2009-04-08 21:45:34
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projetmbc wrote: > Hello, > this is my first post on this list. I've decided to use OpenGL with > PyQt. My first test is to draw a cartesian surface using quadrilaters. > My problem is that when I move my scene with the mouse, sometime the > point of view makes disappear some quadrilaters. I think that is due to > my lake of knowledge about the definition of the view scene. How can I > avoid this kind of problem ? > I'm guessing what you're seeing is the near clipping plane, which would "cut" your quadrilaterals if they were to pass it. You can set the near clipping plane to a reasonably small value, but if you "walk through" your geometry then the geometry is going to get clipped. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |
From: projetmbc <pro...@cl...> - 2009-04-09 07:36:29
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Mike C. Fletcher a écrit : > projetmbc wrote: >> Hello, >> this is my first post on this list. I've decided to use OpenGL with >> PyQt. My first test is to draw a cartesian surface using quadrilaters. >> My problem is that when I move my scene with the mouse, sometime the >> point of view makes disappear some quadrilaters. I think that is due >> to my lake of knowledge about the definition of the view scene. How >> can I avoid this kind of problem ? >> > I'm guessing what you're seeing is the near clipping plane, which > would "cut" your quadrilaterals if they were to pass it. You can set > the near clipping plane to a reasonably small value, but if you "walk > through" your geometry then the geometry is going to get clipped. > > HTH, > Mike > Thanks, I finally decide to read OpenGL Programming Guide. Then I will be back here with "real" problems. ;-) Christophe. |