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If something falls into the depths, the near world will be clipped eventually #1207
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:) Try a fixed zFar/zNear with the Viewpoint ? |
Yes, it's effective. |
Does it need to be fixed? By the way, according to X3D standard, zFar/zNear should be named farDistance/nearDistance. |
That is new in the standard. But changing the names will break older scenes, and making both names work is a bit harder than it sounds. X3D defines fixed distances. But for most situations dynamic, and automatic determinations are more robust. |
I found the key codes: |
I believe this is intentional for numerical precision reasons required for perspective projections. The ratio needs to stay reasonable, within a certain range. |
Maybe it's not a bug, but this phenomenon is often not as expected. |
What are the negative effects of large zFar and small zNear? |
is related. A solution would be to add support for the infinite projection matrix. |
Thanks. |
This seems to mean |
As zfar increases, the precision decrease gradually converges. When zfar approaches infinity, the infinite projection matrix is obtained.
Obviously, the precision is only affected by znear at this time. |
I got it, the original intention of the design should be to improve distant details by increasing znear. |
https://video.twimg.com/ext_tw_video/1519159159647719425/pu/vid/640x360/lMB3hiUIzGA8jQAs.mp4?tag=12
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