A list of puns related to "Near And Far Clip Plane"
I am working on an emulation project, and the hardware we are emulating the real3d pro-1000, basically doesn't pass near or far planes. It only specifies up/down/left/right clipping planes which the geometry is clipped against. Currently we fudged a set of near/far planes that work well enough for most games, but this solution is far from ideal, as we see either clipping or z fighting which doesn't happen on the original hardware. As far as we can tell the hardware must be automatically calculating them. Question, how would you calculate a set of near/far planes dynamically for a scene? All the geometry is arranged in nodes which are basically bounding boxes. These are used to throw away geometry you can see a visual representation of it here -> http://i.imgur.com/vRuzvbT.jpg Which means it's pretty fast to get a Z min/max of the scene. But the bounding boxes traverse the origin through all sides. Ie Geometry is rendered behind the player.
OpenGL won't render fragments that are closer to the camera than the near plane, or further than the far plane. I can set the near plane and far plane to whatever I want, but I can't disable them. I understand that the near and far planes are needed to compute fragment depth, but I can disable the depth test. Why can't I disable the near plane and far plane entirely?
I am making a map of a city, and I am using the Far Z Clip Plane of the "env_fog_controller" there all right ... The problem comes when I compile the map and test it, and it literally looks like minecraft chunks ... Someone else will What happened ...? There's a solution? There I leave all the information
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\buenosaires\rp_buenosaires_v2.vmf"
FileSystem_LoadSearchPaths
Valve Software - vbsp.exe (Feb 7 2020)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\buenosaires\rp_buenosaires_v2.vmf
Error! Variable "$surfaceprop" is multiply defined in material "storefront_template/storefront_template001f"!
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/rp_buenosaires_v2/nature/blendrockgrass004a_wvt_patch
Patching WVT material: maps/rp_buenosaires_v2/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/rp_buenosaires_v2/nature/blendsandsand008b_wvt_patch
Patching WVT material: maps/rp_buenosaires_v2/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/rp_buenosaires_v2/gm_construct/grass_13_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
DRASTIC MEMORY OVERFLOW: Fell out of small block heap!
Processing areas...WARNING: areaportal entity 1326 (brush 7871) touches > 2 areas
WARNING: areaportal entity 1329 (brush 7881) touches > 2 areas
WARNING: areaportal entity 1325 (brush 7867) touches > 2 areas
WARNING: areaportal entity 1322 (brush 7855) touches > 2 areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1528 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\buenosaires\rp_buenosaires_v2.prt...Building visibility clusters...
done (0)
Brush 10195: WA
... keep reading on reddit β‘I hope this is the right place to ask this question.
I'm running into issues with shadows when I have to change the near clipping plane (for a camera with a large orthographic size). I included a couple of screenshots to visualize my issue:
http://imgur.com/EtE8iun (this is my scene by default, all is good)
http://imgur.com/mViFMVC (when zoomed out the bottom part is cut off)
http://imgur.com/9HgXxoI (adjusting the near clipping plane fixes but...)
http://imgur.com/5OX9ODH (...messes up the shadows)
MY question: Is there some way to fix this via the settings or do I have to make it dynamic (adjusting the near clipping plane based on the orthographic size)?
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