Jump to content

View more

Image of the Day

Inventory ! Va falloir trouver une autre couleur pour le cadre D: #AzTroScreenshot #screenshotsaturday https://t.co/PvxhGL7cOH
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Simple question about tutorials.

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
4 replies to this topic

#1 Guy   Members   

122
Like
Likes
Like

Posted 29 April 2000 - 10:38 AM

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?

#2 Andreas Jonsson   Moderators   

4628
Like
Likes
Like

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

#3 drago   Members   

150
Like
Likes
Like

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.

----------
Drago

#4 Andreas Jonsson   Moderators   

4628
Like
Likes
Like

Posted 29 April 2000 - 12:57 PM

Thanks for correcting me. I don''t know how that got in there. gluLookAt() is for setting up the view matrix not the projection matrix.

Sorry about that.

- WitchLord

#5 Axehandler   Members   

122
Like
Likes
Like

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





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.