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Early frustum clipping #65
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Could it be related to #40? |
I have a feeling that frustum angle is determined by the Lara position and not the camera. |
I can't seem to reproduce this, is this still happening on the current builds? |
I can still reproduce everything except one. EDIT: As it turned out the last example can be reproduced on a debug optimization level. |
The first case described above (and many others) manifests itself where only vertical frustums exists. Even when there should be line of vision above them (i.e. horizontal frustum), actually it doesn't exist from the engine point of view. When that vertical frustum is moved out of sight, everything above it suddenly disappear, e.g. top of buildings. |
Visibility issues in TR2 are quite bad. There are instances when camera lose its room and you see a black screen. The only way to correct this is to use freelook/noclip. |
It seems that clipping happens too early. See for example
setgamef(4,6)
setEntityPos(player,27242,29836,0,16,0,0)
, then try to rotate camera to the left. Also, try to jump straight up.The text was updated successfully, but these errors were encountered: