@barack said:
Well I am using a FPS game based on Wacov's FPS rig. I want to add a large lookAt plane, but without warning, all of a sudden, there is this worrying large clipping plane! I want someone to help me to be able to get rid of it.
PS: It only happens when the lookAt in the plane sets off. π
Well this is an inherit SU problem, that I actually tried to work out many times before.
It's all to do with the size of your model size/bounding box, once the plane starts to move from the center the model bounding box expands, the same effect as if you have a really big model and try to zoom in on something small the clipping plane is further from the camera.
3 solutions:
bring your entire model as close as possible to the center of your model axis
put in smaller objects
and don't let objects move too far away
Now on the issue, SU uses OpenGL as it's 3D rendering platform, and that brings in a couple of important features:
OpenGL always has it's clipping plane just infront of the viewpoint (at a very small distance)
OpenGL operates on normalized 3D coordinates (so no matter how big the model is the coordinate range is always from 1.0 to 0.0)
Now what this means is the "very small" clipping distance is increased with model size, example(with a clipping distance of just 0.1%):
model size: 1000 inches -> clipping distance: 1 inch
model size: 1000 feet ->clipping distance: 1 foot
ms: 10 000 feet ->cp: 10 feet
I was reading several complaints on this matter to the SU guys, but they put it all off on the OpenGL faults, but since I haven't seen any games with OpenGL support and these sort of issues I'd say it can be fixed.