[Sidefx-houdini-list] cam clipping planes through in viewport limits
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
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
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
> 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
More information about the Sidefx-houdini-list