#Suggestion: Move away from using ThreeJS built in PerspectiveCamera.near/far for render distance.

1 messages · Page 1 of 1 (latest)

inland horizon
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Instead, I suggest a radial shader in combination with mesh culling via mesh.visible once the mesh's bounding sphere has left the visible area. Here is an example I made myself to get the point across:

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I also added some fade

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Suggestion: Move away from using ThreeJS built in PerspectiveCamera.near/far for render distance.

mint heart
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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.

quiet sky
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I have no idea what you two are talking about 👍

mint heart
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distance from camera to dead center at the far end of the view frustum is shorter than to the corners

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therefore you get situations where you turn and see objects appear into your view only outside of a certain distance from your center point

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which looks silly

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Zangi is letting them know a solution

quiet sky
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Or the other way around

mint heart
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Compare distance of a leg of a triangle to a hypotenuse

quiet sky
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The way it works currently uses that far plane as the edge of rendering

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But not every point on that plane is equidistant to the player camera

mint heart
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exactly

quiet sky
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So using a spherical (radial) rendering system would be more intuitive

mint heart
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will you be available for game night btw?

quiet sky
mint heart
mint heart
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in half an hour

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winner gets a contra shotty

quiet sky
mint heart
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aw too bad

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you should join mmok

quiet sky
mint heart
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no leaks

quiet sky
mint heart
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nope