RE: [Algorithms] Return of the front clip plane
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From: Tom F. <to...@mu...> - 2000-08-03 19:51:12
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Moving the near (and possibly far - depends on your app) clip planes dynamically works very well indeed. Yes, there is the slight artifact that walking past a tree affects the Z precision of the far-off building that you're actually looking at, but then it's pretty hard to think of any system that will do it any better, apart from the Z-partition trick (which is expensive in some cases - though dead easy for flight sims). Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Steve Wood [mailto:Ste...@im...] > Sent: 03 August 2000 20:09 > To: 'gda...@li...' > Subject: RE: [Algorithms] Return of the front clip plane > > > > -----Original Message----- > > From: Jason Zisk [mailto:zi...@n-...] > > > > 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). > > > > For my FPS I used a wall that I walked up to then looked up > and down, then > adjusted my collision detection to prevent the player's view > from clipping > the wall simply because of the view angle. It seems to work fine...I > wouldn't want to get into changing the viewport dimensions > cause wouldn't it > distort the scene? I'd reserve changing viewport dimensions > for special > effects like underwater wooziness. > > R&R > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |