#Suggestion: Move away from using ThreeJS built in PerspectiveCamera.near/far for render distance.
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I also added some fade
Suggestion: Move away from using ThreeJS built in PerspectiveCamera.near/far for render distance.
This was prompted by my noticing that the pyramidal view frustum allows things near on the edges of the far view frustum to be rendered further out than center field.
I have no idea what you two are talking about 👍
distance from camera to dead center at the far end of the view frustum is shorter than to the corners
therefore you get situations where you turn and see objects appear into your view only outside of a certain distance from your center point
which looks silly
Zangi is letting them know a solution
Oh like it’s not visible if you have it in the corner of your vision but it is visible if you look directly at it
Or the other way around
no, it is visible in the corner but not center field
Compare distance of a leg of a triangle to a hypotenuse
Ohhhh I see now
The way it works currently uses that far plane as the edge of rendering
But not every point on that plane is equidistant to the player camera
exactly
So using a spherical (radial) rendering system would be more intuitive
will you be available for game night btw?
Game night?
I'm not entirely sure of the mechanics of what Zangi is talking about
I have work for another hour and a half
What is the competition
Have you seen my maps?
nope