Clipping planes are destroying my 3d models. The surfaces are being chopped up related to the value of the near_clip attribute. I created a hack to work around this, but was wondering if there’s a way to just turn off clipping planes and be able to zoom and move the camera wherever I want without the surfaces of the model distintegrating? I’ve found very limited info on glEnable and glDisable regarding this, but not enough to know what to implement correctly.
You can’t in the strictest sense turn "off" clipping planes. The planes tell OpenGL where to start and stop rendering if not to infinity… And as we all know, infinity in computer speak is crash and burn. OpenGL may have safeguard to prevent it, but why take the performance hit?
Can you just adjust the clipping planes to compensate? And move the camera and/or model’s z values?
@near_clip 0.1 @far_clip 1000 @camera 0. 0. 100.
Yeah, that’s pretty much what I’m doing right now, and it works ok.
I’m wondering if glEnable and glDisable might be able to fix this problem though. I can’t find much info at all on these two attributes and how they work in max/jitter though.
Are you sure that is not a front and back face culling issue? It looks like you are not culling the back faces. Without a patch and a model it is hard to tell.
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