Re: [Algorithms] Return of the front clip plane
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From: Gil G. <gg...@ma...> - 2000-08-03 18:23:05
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> For reference we use feet as units, with a front clip of 1 foot and a back > clip of 1000 feet. I think we use a near clip plane of about 8 inches and the bbox we use to keep the player from clipping into walls is entirely reasonable. In my opinion, even if you could have a near clip plane of 0, you wouldn't really want it anyway. Putting something right into the players face is disorienting. -Gil ----- Original Message ----- From: "Jason Zisk" <zi...@n-...> To: <gda...@li...> Sent: Thursday, August 03, 2000 10:46 AM Subject: [Algorithms] Return of the front clip plane > Hi everyone, if you all remember our last episode "Attack of the Front Clip > Plane", we all learned that the further it is out the better zbuffer > accuracy you have. Much was learned by most. :) > > Pushing my front clip out to 1 unit solved all of my zbuffer artifacts > nicely in the last game. We are trying some new things for the new game and > running into a problem that was mostly glossed over in the prequel to this > email: collision and clipping of close-by objects. Our game is first > person, and when you get within 1 unit of an object it will get clipped out. > This is obviously pretty nasty. :) I remember one solution to this > suggested was to dynamically move the front clip each frame depending on how > close objects are. > > Another solution is to just make your player's bounding volume larger so you > can't get close enough to stuff to clip into it, this works okay but I find > that you have to keep the player from getting closer than 3 units with a 1 > unit clip because of viewport rotation (just keeping the player 1 unit away > is fine if you are staring straight at a wall but as soon as you rotate the > edges of your viewport will clip it). > > Anyone else have any other ideas? Right now it looks like I might be going > the dynamic front clip route but I really don't want to, I have a feeling we > will be seeing lots of artifacts out in the wilderness because the player > will always be walking by a tree that they might not even be looking at. > > For reference we use feet as units, with a front clip of 1 foot and a back > clip of 1000 feet. > > Thanks, > > - Jason Zisk > - nFusion Interactive LLC > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |