[Sidefx-houdini-list] cam clipping planes through in viewport limits

Dan Schneider eyevex at yahoo.com
Sun Apr 3 21:08:09 EDT 2011


Thanks mark for the Detailed explanation.

That explains alot, and if we change build should allow some sort of work 
around.
Will have to see where it goes from here....





----- Original Message ----
From: Mark Alexander <malexander at sidefx.com>
To: sidefx-houdini-list at sidefx.com
Cc: Dan Schneider <eyevex at yahoo.com>
Sent: Sat, April 2, 2011 2:23:20 AM
Subject: Re: [Sidefx-houdini-list] cam clipping planes through in viewport 
limits

On 03/31/2011 06:50 PM, Dan Schneider wrote:
> When just consulting the person who was havign the issue, he seemd to think it
> was actually 0.01 But, either way... is there a hard cutoff? And what 
>determines
> it? I did the test in build 11.0.575 I have never encountered this before but
> honestly Im not too sure I ever thried to bring anything quite that close.

In 11.0.582 the absolute near/far limits were removed. Now the limits are 
determined entirely by the ratio between far/near. Near will be increased if the 
far/near ratio is greater than 1e7. So, as long as the far plane is 1000 or 
less, you'll be able to get a near clip of 0.001.

Otherwise at larger far/near ratios, the OpenGL depth buffer precision is 
greatly affected and you'll get incorrectly overlapping surfaces at medium to 
far distances. This is because the Z buffer value is a quantized, non-linear 1/Z 
value.

Cheers,
M.




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