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

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