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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
