From: owner-3dui@hitl.washington.edu on behalf of Jeff Pierce [jpierce@cs.cmu.edu] Sent: Sunday, August 20, 2000 3:29 AM To: 3d-ui@hitl.washington.edu Subject: Re: Far clipping planes At 12:36 PM 8/18/00, lpastrana@altern.org wrote: >Hi jeff i guess there could be a bilion answers to your question this way... >but i believe what determines your Z-clipping planes is the bitdepht of the >z buffer on the implementation side; is it 16, 24 or 32 bits, i mean bit >depth of your z buffer is THE constant... [stuff munched for brevity] >was the most "exact" technically... to be more precise, what you need to >determine to set the far clipping plane is : >1: what is the longest distance you want to be able to manage ? >2: what is the precision/scale/unit you need for the z values in your scene ? >3: does that fit into your 16, 24 or 32 bits z buffer ? That would probably be the optimal solution. However, my informal experience is that people don't actually sit down and calculate the optimal far clipping plane distance every time they create a new virtual world. I asked the question because I was curious what other groups did in practice and what they got as a default in their authoring tool (and many thanks to all those who answered). In case y'all were wondering, the whole line of thought started because I'd been playing with a few interaction techniques for reaching beyond the clipping plane in very large virtual worlds (where there's also a lot of small stuff close together, so that you can't put the far clipping plane arbitrarily far away). Cheers, Jeff