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Old 10-25-07, 04:21 AM   #4
l3th4l
Planesman
 
Join Date: May 2005
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Quote:
Originally Posted by Quagmire
So the greater the clip distance the more layers that can be displayed?
the same amount are displayed at all times - you simply move the range away from the camera deleting (clipping) everything in front of that point - but be careful as increasing it too much will clip away a good part of the scene. look at the tbt and the binocs for example: i've increased thh tbts clipping distance in order to stop ones own sub from obscuring the view because ppl mentioned it would be unrealistic. with the binocs you can reposition yourself to look around the sub so i left the clipping range at a low value there.


Quote:
Originally Posted by Quagmire
Anyway, your explaination makes sense when discribing the control room. However why do textures flicker on the ships in the distance then? Or am I completely missing something here and it is the same thing.
same thing - only the scene has a lot more depth to it so problems appear sooner. (there's probably a lot of optimization going on in the background to use the z range as effectively as possible but the problem doesn't go away completely)

Quote:
Originally Posted by Quagmire
Also, if the damage textures on the ships (which are flickering) are being rendered at the same level as the undamaged textures, do you know where the value is to change this so it can be rendered on top of the normal ship textures?
no idea... some engines have some kind of "override" inb place for such things - kindof like saying: "when position of object a is the same as object b always render object a on top" or something like that. no idea if such a thing exist for sh4 (most likely though i imagine) and where and when it is used. i know that for particles there are switches that let you adjust the z-order of things and disable depth buffering altogether... no idea how the damage system works though.
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