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small model scale and camera.... #392624
01/25/12 05:32
01/25/12 05:32
Joined: May 2010
Posts: 23
M
Mandeville Offline OP
Newbie
Mandeville  Offline OP
Newbie
M

Joined: May 2010
Posts: 23
Hi. Im working on a urban level with huge skyscrapers. Because the blocks was too huge to run the level,i decided to reduce the size of the models and block . For exemple, I change the player's model size from 76 to 7.6. It work fine now except for one thing; I can see trough the models and bloks when im a little bit too close. Is there a way to avoid that?

Re: small model scale and camera.... [Re: Mandeville] #392629
01/25/12 07:45
01/25/12 07:45
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
Serious User
gri  Offline
Serious User

Joined: Dec 2003
Posts: 1,225
germany
hi,


set >>camera.clip_near<< to a lower value than 15 (default).

maybe take a look at the manual.

,
gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: small model scale and camera.... [Re: gri] #392640
01/25/12 11:42
01/25/12 11:42
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
Expert
Tempelbauer  Offline
Expert
T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany


the camera renderes only a small part of the virtual world. only the area between the near clipping plane and the far clipping plane. anything outside will be clipped away.
your models are partly outside of this area.
modify, like gri suggested, the near clipping plane of the camera for example:
Code:
int main()
{
...
camera.clip_near = 1;
...
}



you should find the best values for the clipping plane that your game looks good. the near clipping plane as high as possible and the far clipping plane as small as possible (but clip_near < clip_far). then the engine can clip as many as possible models away and this may increase the rendering speed and the FPS.

look in the manual for further information (for example how particels behave in the clipping volume - it is really good explained in the manual)


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