I''ve only been trying out 3d for a couple days now
As I back away from objects (ie moving around in my own world), as they reach a certain distance, they just disappear into black.
How to stop this?
Simple question about tutorials.
Started by Guy, Apr 29 2000 10:38 AM
4 replies to this topic
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#2 Moderators - Reputation: 2309
Posted 29 April 2000 - 11:22 AM
The objects are clipped against the far clipping plane. As I understand it you cannot turn off this clipping, but you can move the plane further away by setting a larger distance when calling glFrustum(), or any other function that sets up the projection matrix (glOrtho(), gluPerspective(), etc).
- WitchLord
(Removed gluLookAt() for the reason mentioned below)
Edited by - WitchLord on 4/30/00 9:56:19 AM
- WitchLord
(Removed gluLookAt() for the reason mentioned below)
Edited by - WitchLord on 4/30/00 9:56:19 AM
#3 Members - Reputation: 150
Posted 29 April 2000 - 11:34 AM
(gluLookAt has nothing to do with the far clipping plane.)
Furthermore you won''t have to worry about the far clipping plane because when you have a full 3d scene normally the scene has so many objects that you can''t "see" the far clipping plane.
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Drago
Furthermore you won''t have to worry about the far clipping plane because when you have a full 3d scene normally the scene has so many objects that you can''t "see" the far clipping plane.
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Drago
#5 Members - Reputation: 122
Posted 02 May 2000 - 02:49 AM
to ANSWER your question thou, find THIS line.
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
The 0.1f, 100.0f is the starting point and ending point for how deep we can draw into the screen, if you would like to push that back, change this to 200.0f that will double the depth of how far u can draw
Axehandler
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
The 0.1f, 100.0f is the starting point and ending point for how deep we can draw into the screen, if you would like to push that back, change this to 200.0f that will double the depth of how far u can draw
Axehandler






