I''m fooling around with a terrain renderer. The camera''s veiwpoint is set as:
camera.z = terrainHeight(camera.x, camera.y) + epsilon //epsilon small
I want my camera to be closer to the terrain''s surface, ie. epsilon smaller. But if I make it too close to the surface, the near clipping plane sometimes slices the geometry close to the camera. I can fix this by making the near clipping plane closer to the camera. I completely understand what is going on here, and why things are working this way.
My questions:
1) Is having the near clipping plane below 1.0f bad? I seem to remember somewhere that this causes problems.
2) I''m sure other people have had this problem, is there another way to resolve it, or did you do it the same way?
Right now I have the near and far clipping (frustum) planes to 0.1 and 10000:
gluPerspective(60.0f, (GLfloat)width/(GLfloat)height, 0.1f, 10000.0f);
Thanks guys,
Z01