collision detection + near plane clipping
Hi, I''ve run into a little logical problem.
I''m currently working on an indoor-FPS, with maze-like levels where you never know what''s waiting behind the next corner, hehe...
However I have a little problem with the clipping. I use sphere-polygon collision detection for the camera and the level walls, but the problem is, that if I use 1 as a radius, I am quite far away from the wall and I''d like to come as close to the walls as possible.
If however I use a smaller value, I come too close to the wall so that opengl starts clipping the near plane, if I lower this value the lighting gets screwed up. I can''t actually think of a solution for this problem
Any ideas?
What did you lower the near plane to?
I use 0.1 with no problems, although I do use a 24bit z buffer. Maybe that''s what you need.
http://users.ox.ac.uk/~univ1234
I use 0.1 with no problems, although I do use a 24bit z buffer. Maybe that''s what you need.
http://users.ox.ac.uk/~univ1234
check what u have the near/far ratio of the clip planes set to,
theres a good description in the faq how this works also check here
http://www.sjbaker.org/steve/omniv/index.html
+ yes a 24bit depthbuffer will help lots
http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html
theres a good description in the faq how this works also check here
http://www.sjbaker.org/steve/omniv/index.html
+ yes a 24bit depthbuffer will help lots
http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html
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