RE: [Algorithms] Return of the front clip plane
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From: Feltman, H. <Fe...@se...> - 2000-08-03 20:59:57
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So how does this sound: - Create a frustum which matches your graphics API's frustum with the exception of the near plane; for this, use the minimum near plane you can handle. - Clip world geometry (or a bounding version) to this frustum manually just like the good old days. - Use the closest clipped point of "whatever is left after clipping" to the eye plane as the distance for the near plane for a new frustum, send this frustum to the graphics API, and draw the world geometry for this frame. I'm sure it would work; is this the way you did it? Hamilton Feltman SEGA AMUS/ARCADE www.sega.com/alienfront > -----Original Message----- > From: Tom Forsyth [SMTP:to...@mu...] > Sent: Thursday, August 03, 2000 12:46 PM > To: gda...@li... > Subject: RE: [Algorithms] Return of the front clip plane > > 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 > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |