Dear Jeremy,

> according to my debug info the front clip distance is set to 0.1, and the policy
> is View.PHYSICAL_EYE, I assumed from this that setting the z value to -0.2 would
> ... , I have some simple collision avoidance code to stop
> the objects in the scene coming to far forwards, and in windowed mode this all
> works fine, but in fullscreen mode they get clipped first.

If you would set the policy to View.VIRTUAL_EYE the clip distance
is exactly what you would expect, independent of window size:
the distance in the virtual world. So, when your eye point is
0.5 meters from the colliding wall and you have a front clip
distance of 0.49 you can see the wall, if you are looking
perpendicular onto it; note however, that if you turn, say to
look at the left top, the right lower edge of the wall is clipped
away. I'm working with ~0.11 meters front clip distance and a minmal
distance between avatar and obstacle of 0.5 meters, and this works
very well under all conditions.

regards

Georg
 ___   ___
| + | |__    Georg Rehfeld      Woltmanstr. 12     20097 Hamburg
|_|_\ |___   [EMAIL PROTECTED]           +49 (40) 23 53 27 10

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