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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
