Thanks very much for the info John. I still have a problem that is troubling me with this...
I have a camera3D object. It has a position of 0,12,0 and is looking at 0,12,1 (so just looking straight down the z plane). My world, for simplicity's sake is just a large plane (width and height 4096) with a position of 0,0,0 and it has a grass texture applied to it. My camera has the default focus value of 100 and the default zoom value of 10. I apply frustrum clipping like so: this.frustrumClipper = new FrustumClipping(); this.frustrumClipper.minZ = 0; this.frustrumClipper.maxZ = 1000; this.view.clipping = this.frustrumClipper; But the result is this: http://picasaweb.google.com/lh/photo/fIjrlwuUzgUtV3631jzJDSc8VkPW6FAEcGO0ITQAEVo?feat=directlink I basically get the bottom bit of the view clipped. I dont get it? Shouldnt a minZ value of 0 mean that you see everything near the camera? Could this be to do with the focus and zoom settings of the camera? I am stumped, any ideas? Thanks again! On Nov 18, 2:00 pm, John Brookes <[email protected]> wrote: > > So am I right in thinking that minZ relates to the smaller dotted > > rectangle in the diagram and maxZ relates to the larger one > > yes. > > > Also, are the minZ and maxZ values relative to world co-ordinates? so > > if you move the camera around do you have to set new values for minZ > > and maxZ each time? > > > no > > The max and min Z are relative to the camera. > > Think of maxZ as distance from the camera position along the cameras forward > vector(what its looking at). > > So if you had your camera at 0,0,1000 looking at the origin > and clipping.maxZ set at 1000, everthing beyond the origin would be clipped. > > If you don't set max/minZ they are default at +-infinity
