Actually I took another look at source and it seems to set glFrustum fine, 
however with metric and scale=1 it seems to prefer values nearing 0 for zNear. 
Setting the scale lower and upping the nearclip and farclip seems to help. I 
know depthbuffer isn't linear, maybe thats the problem? Maybe scale should be 
decoupled in the interface from the GL display?

I can say from experience with other software that setting the clipping range 
to for example .01-100 shouldn't produce zbuffer problems, but there is 
occlusion problems in Blender with such range.

Igor Donevski
Animation director

FX LAB
Mahatme Gandhija 1
10000 Zagreb
Croatia

cell: +385 91 9309 132
www.fxlab.hr

On 10.08.2014., at 12:59, Igor Donevski <[email protected]> wrote:

> Currently it seems blender only uses near clip + fixed depth to setup the 
> view camera. It should really fit between near and far clipping values for 
> better zbuffer accuracy. I took a quick look at the code but don't have the 
> time right now to do a patch. Anyone with better familiarity with the code 
> could correct this with ease.
> 
> Its a real annoyance with scenes that span big scale/details.
> 
> Igor Donevski
> Animation director
> 
> FX LAB
> Mahatme Gandhija 1
> 10000 Zagreb
> Croatia
> 
> cell: +385 91 9309 132
> www.fxlab.hr
> 

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