Hey everyone,
I'm developing a driving game and for sense of speed I use variable FOV according to speed. But I do not apply the FOV to the driven car but instead scale it down to keep it properly sized in relation to the surroundings. Problem is that with enough speed the cockpit starts to go all distorted, see this picture:
Here you can see the problem in action:
Initially I assumed this would be a depth buffer issue, but it happens even with DepthEnable=false.
I'm rendering the car last, clear the depth buffer and try to set much lower near plane and far planes using D3DXMatrixPerspectiveFovLH, but it would appear it does absolutely nothing, no matter the values, is maybe something else required to change the near & far planes mid frame? Or is the problem related to something else?
The scale values given for D3DXMatrixScaling in the particular image above (simulated speed of 300km/h) are quite low:
scaleX: 0.048116, scaleY: 0.048116, scaleZ: 0.048116
The car's original size is something like X: 20, Z: 50, one meter is 10 units (not sure what to call them) in the engine.
I can give more details if needed.
Hopefully somebody can help me, I think I may have some other questions in the future too, this is I think my first ever DX related question on a forum.
Thanks,
static_roller