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Geometry clipped?? #31612
08/03/04 13:00
08/03/04 13:00
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,710
My level is a bit huge, and some geometry is clipped, how can i fix that??



Cause it a bit " annoying" and the player is not that far!
I tryied some clip_factor and that clip vars and nothing... Any idea??

Re: Geometry clipped?? [Re: MMike] #31613
08/03/04 16:38
08/03/04 16:38
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Read the manual. Type "clip" or "clipping" into the search feature.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Geometry clipped?? [Re: Dan Silverman] #31614
08/03/04 20:40
08/03/04 20:40
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
But what is the var to change??
clip_factor / size / range ?
in my main funtion i have these:
...
Camera.clip_near = 1; //allows to go very close to objects(like a5 old collision cam)
Camera.clip_far = 10000; // reduce clip_far for preventing sorting errors

clip_range = 100000;
..

Re: Geometry clipped?? [Re: MMike] #31615
08/03/04 20:48
08/03/04 20:48
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
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Joined: May 2002
Posts: 7,441
using clip_near=1 is a bad idea. use at least 10. and make sure you have the 6.22.0 update installed because there was a bug which affected the z-buffer precision before!

Re: Geometry clipped?? [Re: ventilator] #31616
08/03/04 20:58
08/03/04 20:58
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
ok.
but why is bad idea???
And 10 is not enought!! I can see the edges cliped if i stand near a wmb door!, so i use 5! 10 no!

Re: Geometry clipped?? [Re: MMike] #31617
08/03/04 23:52
08/03/04 23:52
Joined: Oct 2003
Posts: 101
Dortmund, Germany
Lutz_Tewes Offline
Member
Lutz_Tewes  Offline
Member

Joined: Oct 2003
Posts: 101
Dortmund, Germany
You´ve got two problems and not one.

1.:clip_far is the value that clips your level in the distance.
Just set it to a higher value.

2.:clip_near is the value that clips all the faces close to your
camera and defines the resolution of the z-buffer.
Setting it to a higher value it will remove the flickering in the distance
that apears on small blocks borders. But it will also clip the faces near to
your camera. So you have to change the value dynamicly depending of the distance
levelgeometrie has to your camera.

The only problem left is if you´re in a position where you have faces close to
the camera but you can look into the far distance too.
I haven´t deeply thought about that problem now, but maybe you find a solution.
It would be absolutely kind of you to publicate it then.

cu
Lutz


I am still a Newbie since A4 ! www.Lutz-Tewes.de
Re: Geometry clipped?? [Re: MMike] #31618
08/04/04 05:18
08/04/04 05:18
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
not realy a runtime clip or clip range problem. it's a construction problem.

what your looking at is too many thin surface areas on blocks with too many surfaces areas of each block not aligned to the axis level grid.

the more angular surfaces on an individual block, the higher chance it will be clipped in build and even have edge vertex moved ( like the slivers your pointing at with both very bottem arrows in both pictures). build will compensate for either no snap to grid for that edge or when a block surface becomes to small/thin to process during build by moving the edge.

go back and rebuild the structures using more axis aligned blocks.

and DON'T use CGS cut. looks like you used CGS cut on a hollowed out 8 sided cylinder to create the dog leged brace on the left side of the screen. hard to tell on the rest but looks like a block intersecting anotehr 8 sided cylinder where it intersects at least 2 faces on the cylinder. don't run a block THROUGH another block, instead build it so the surfaces touch. since that 'beam intersecst 3 surfaces that I can see, you want to make 3 block for the beam. one to sit flush with its parallel face and a 2 smaller ones to handle the angled surfaces.



Re: Geometry clipped?? [Re: Lutz_Tewes] #31619
08/04/04 05:33
08/04/04 05:33
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,710
OKay now its fine.. Just changed clip_far=10500... I need that because my level is extense..like this:

so i need to work with huge maps


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