Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Hither clipping plane Date: Mon, 14 Jul 1997 10:56:53 -0500 Organization: (No organization) Lines: 33 Message-ID: <33CA4C45.6C14@charlie.cns.iit.edu> References: <33C96F70.1C0E@charlie.cns.iit.edu> <33C9DF38.2127@interactive.sony.com> 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 3.01 (Win95; I) Developer Support wrote: > > Ed Federmeyer wrote: > > > > Basically, it looks like the "hither clipping plane" (the close > > Z-axis clipping plane) is too far "into" the screen. > > > > Messing with the projection distance helped a *little*, but the view > > get *very* distorted very quickly. > > > There are several ways to reduce the near-clipping. > You can alter projection; you can move the viewpoint position > and/or orientation; or, to keep them both the same as they were > before, you can subdivide the polygon models of the objects > in question. You know what? When I was playing with the projection_distance, I kept the viewpoint constant (for example, looking from 0, -128, -256). Later, I tried making the viewpoint *closer* (say, 0, -32, -64), thinking that would make the items look bigger, and go "underneath", but it really made the problem worse. I eventually tried making the view *way far away* (say 0, -1024, -2048), and adjusting the projection_distance to make the objects appear "bigger" and that did the trick! Yay! > As far as I know, near-clipping is not optional; any polygon > with a screen.vz of ProjectionDistance/2 or less is > forcibly near-clipped. This is good info to know. Thanks! Ed Federmeyer