>Also other ways around z-buffer inaccuracy is to
>dynamically scale and translate objects closer to the
>camera (ie move them within smaller CameraRange) - scaling
>makes them keep their visual look intact, ie like they
>would be farther away than the are.
Agreed, but I would assume that different cameraFOV settings would influence the calculation?! Can you recommend a formula?
>you can get around the z buffer issues by moving the world
>instead of the player, this way the player stays at 0, 0,
>0 hence no zbuffer issues.
No, that would get around the floating point inaccuracy but the Z-buffer problems are still there. This is basically what parenting the static entities to a pivot achieves.
If you simply move the pivot all of the time instead of moving the camera you wil run into problems when the numbers start getting big enough or you start tilting your camera or use collisions.
Andy
>dynamically scale and translate objects closer to the
>camera (ie move them within smaller CameraRange) - scaling
>makes them keep their visual look intact, ie like they
>would be farther away than the are.
Agreed, but I would assume that different cameraFOV settings would influence the calculation?! Can you recommend a formula?
>you can get around the z buffer issues by moving the world
>instead of the player, this way the player stays at 0, 0,
>0 hence no zbuffer issues.
No, that would get around the floating point inaccuracy but the Z-buffer problems are still there. This is basically what parenting the static entities to a pivot achieves.
If you simply move the pivot all of the time instead of moving the camera you wil run into problems when the numbers start getting big enough or you start tilting your camera or use collisions.
Andy