i guess he ment scale up -> glScalef(x, x, x) { x | x>10 }, said mathematically
if you set x to be about 10, it would have the effect that your near plane apears to be like if you would use one with a distance of 0.1 at a normal scale.
don't forget that the object (s) needs to be placed (here) ten times farther away from you, to see the same thing. i suggest you call glScalef() directly behind the first modelview-reset, and setup a #define parameter for the physics (if they are given)
[edited by - 666_1337 on April 30, 2003 3:18:37 PM]
Perspective ZNear plane
scaling up everything might fix the clipping plane-problem, but there is still the depth one. you could *emulate* the z-test-algorithm and store the point''s distance in a double-precision floating-point map, but this would be much slower then OpenGL''s z-test and you would have to write your own system for drawing, since glVertex3fv or glArrayElement (and the other ones) both call the z-test-func automatically, so the z-test func cannot be replaced without having to write an function that executes both your own z-algorithm and the gl-function...
e.g.void myVertex3f(GLfloat x, GLfloat y, GLfloat z) { vertexCount++; myTriangle -> vertex[i] = new vertex(x, y, z); if(!vertexCount % 3) { vertexCount = 0; precessDepthTest(myTriangle); } glVertex3f(x, y, z); }
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