Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Hither clipping plane Date: Sun, 13 Jul 1997 19:14:40 -0500 Organization: (no organization) Lines: 30 Message-ID: <33C96F70.1C0E@charlie.cns.iit.edu> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) I've been working with objects in 3D space lately, and I'm having a hard time controlling when objects are too close to the display screen, and "dissapear". Basically, it looks like the "hither clipping plane" (the close Z-axis clipping plane) is too far "into" the screen. I have objects that move around on the X-Z (horizontal) plane, with my viewpoint looking down at a slight angle onto a playfield that extends well beyond the borders of the screen. As the objects start heading in the -Z direction (they get closer to the viewpoint), they should appear to go "under" the viewpoint smoothly and dissapear only when they are completely out of the view. Instead, they completely pop-out before they even start "going under" the viewpoint. I can get the effect I want by making my viewpoint look more straight down on the playfield, but I really want a shallower, 3/4 style point-of-view. Is there a function for setting hither-and-yon clipping behavior of the 3D graphics routines? Messing with the projection distance helped a *little*, but the view get *very* distorted very quickly. Any tips or suggestions are welcome! Ed Federmeyer