Preventing clipping in PSPGL?

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sg57
Posts: 144
Joined: Fri Oct 14, 2005 2:26 pm

Preventing clipping in PSPGL?

Post by sg57 »

I have an entier world setup just how i like, with walls, a rotating sky with blending of another in the background, floor, etc... But the 'camera' ,per say, moves as a person in the world, so it bounces, strafes, ya da ya da. and with this, im limited to only staying so many values above the ground on the Y axis. This is causing entire clipping of the floor, id say 80% of the sky and thats it.

Some images of the result as of now:

http://i42.photobucket.com/albums/e348/ ... r_Base.jpg
http://i42.photobucket.com/albums/e348/ ... e_Base.jpg

Theres some z-clipping in one of them (the wall is z-clipped out, ill hide it via fog) and yes im scaling the images vertically and horizontally when my texture isnt big enough to fit the object.

You can see the floor's grass texture a little near the walls edge, so i wouldnt say its entirely clippede out.

So what is the best solution to both objects and textures being clipped in PSPGL? (I have culling on, if that makes a difference)

EDIT

I read subdividing each 'region' of my world should prevent the clipping to an extent, True/false?
Insert_witty_name
Posts: 376
Joined: Wed May 10, 2006 11:31 pm

Re: Preventing clipping in PSPGL?

Post by Insert_witty_name »

sg57 wrote:I read subdividing each 'region' of my world should prevent the clipping to an extent, True/false?
True.
sg57
Posts: 144
Joined: Fri Oct 14, 2005 2:26 pm

Post by sg57 »

So ill be drawing my world as an array, rather then just a creating a large 'box' with textured sides?

If so, any one have a piece of material that shows this in action? Thatd save me the doubt of the theory :)
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