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[???] View-Frustum #379037
07/28/11 21:02
07/28/11 21:02
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maslone1 Offline OP
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maslone1  Offline OP
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Hi


I have a question about the view-frustum.

with " my.clipfactor = 999999; " the entity never clips away.
but is this true?

999999 is for shure the distance from the camera to
the end of the view-frustum.
So if a opbject has a distance > than 999999 it clips also away again... am i right?

And another problem:
if i use "my.clipfactor" with a value > than 9,
the object is invisible....
Is there a rule in how to use my.clipfactor?



Last edited by maslone1; 07/30/11 07:07.

A8c, Blender, FlStudio, Unity3d
Re: [???] View-Frustum [Re: maslone1] #379186
07/30/11 07:11
07/30/11 07:11
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maslone1 Offline OP
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OK.

Nobody answered, so i've tested it out by myself.

The answere: a clipfactor of 999'999 is the maximum.

I've tried to use a higher value, but if i use for instanve 999'999'999
every object clips away from the beginning.


SO this is my question now:
Is there any way to use a higher value for the view-frustum?


A8c, Blender, FlStudio, Unity3d
Re: [???] View-Frustum [Re: maslone1] #379187
07/30/11 07:31
07/30/11 07:31
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WretchedSid Offline
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You are limited by the the data type of the clipfactor which is var, so 1048576 is the maximum.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: [???] View-Frustum [Re: WretchedSid] #379188
07/30/11 07:44
07/30/11 07:44
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maslone1 Offline OP
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I see.

You're right JustSid

SO is there any chance to change the data-type for the view-frustum in lite-c?
For instance to long or double?


A8c, Blender, FlStudio, Unity3d
Re: [???] View-Frustum [Re: maslone1] #379190
07/30/11 08:39
07/30/11 08:39
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maslone1 Offline OP
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Usual i would use the cast-operation.

But what is the right name of the variable for the view-frustum
so i can use the cast-operation?

??? int view-frustum = xxxx ???


A8c, Blender, FlStudio, Unity3d
Re: [???] View-Frustum [Re: maslone1] #379197
07/30/11 10:48
07/30/11 10:48
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WretchedSid Offline
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Nope, you can't change it to double. You can cast a double to var using explicit type casting but then you had a var and not a double meaning that you are still limited by the range of a var.

Btw, just for your interest, a double is in Lite-C a 32 bit floating point variable, not a double precision floating point.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: [???] View-Frustum [Re: maslone1] #379203
07/30/11 11:23
07/30/11 11:23
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Superku Offline
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Quote:
So if a opbject has a distance > than 999999 it clips also away again... am i right?

No, that's not completely true. Take for example an object that has a size of 100 quants (size = radius of a sphere around the origin of the entity that completely surrounds it). Imagine, the entity is on the right-hand side of the view but not on the screen. If the origin of the entity is closer than 100 quants to the right plane of the view frustum, it will be rendered.
The entity variable clipfactor multiplies the size of the entity and uses that value in the visiblity check mentioned above (distance to plane closer than 100*clipfactor?).

Quote:
SO is there any chance to change the data-type for the view-frustum in lite-c?
[...]
But what is the right name of the variable for the view-frustum
so i can use the cast-operation?


What variable are you talking about, clipfactor (or camera.clip_far)? clipfactor is only defined for entities:

Code:
typedef struct ENTITY {
	C_LINK link;
	char	*type;		// entity file name
	var	x,y,z;		// position of the entity
...
	void*	body;			// physX actor
	var	clipfactor;		// visual clipping factor
} ENTITY;



You see, as JustSid already mentioned, the data type is var and cannot be changed.


I assume you are looking for something different, maybe a sky entity (that's a view entity with SKY or SCENE flag)?


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Re: [???] View-Frustum [Re: Superku] #379229
07/30/11 18:00
07/30/11 18:00
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maslone1 Offline OP
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i was looking for the var camera.clip_far.

But OK,... i already found it in the VIEW struct.
I already changed the type of clip_far from var to int in the atypes.h file.
Now it works, ....but for now with another little bug.
I'll try to fix the "new" bug....

thanks again!


Last edited by maslone1; 07/30/11 18:01.

A8c, Blender, FlStudio, Unity3d
Re: [???] View-Frustum [Re: maslone1] #379230
07/30/11 18:01
07/30/11 18:01
Joined: Apr 2007
Posts: 3,751
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WretchedSid Offline
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The header file is completely informational (for you and Mr. Compiler)! Changing the struct there will have no difference at runtime!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: [???] View-Frustum [Re: WretchedSid] #379232
07/30/11 19:02
07/30/11 19:02
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maslone1 Offline OP
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maslone1  Offline OP
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interesting... my falt again. there must be another reason for the higher value i am able to use (ca. 2'095'000)

i've changed the type to "long". there are some changes in the handle of values.
But you're right again JustSid. The maximum value does not change frown

But now it is interesting for me, why i can use a camera.clip_far value of
2 x 1048577.999 (ca. 2'095'000)

the value should just work from -1048577.999 to +1048577.999

but ok. i accept the fact it is not changeable frown
I do not understand, why the view-frustum must have the typ var???
For small worlds, and indoor games it is fine. But for big worlds it would be nice to change the typ to int or long.


A8c, Blender, FlStudio, Unity3d
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