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?
Preventing clipping in PSPGL?
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Re: Preventing clipping in PSPGL?
True.sg57 wrote:I read subdividing each 'region' of my world should prevent the clipping to an extent, True/false?