Bigboy
09-22-2003, 04:37 AM
Hi,
Id like to query the Newtek guys on the zoom+ZClip they get with openGL... They claim this is a feature+limit of open gl, but being an experienced graphics programmer, I'd like to ask just how they are going about this, as no one else I know has ever gotten this problem.
It "looks" like they are changing the camera field of view for ZOOM, rather than moving the camera in (translating). Can I ask why?
The ZClip is bloody annoying, and is the only limiting feature I found in another wise damn fine piece of software...
When doing a "SHIFT-A", this fixes the clip problem, this is because they have now moved the camera....so why not do this on ZOOM as well? Just move the camera down the current vector? I had a play, and I assume this is so they can zoom in, rotate, and zoom out but still be focused on the current point or something? I would argue there are other ways to do this without hitting the ZClip thing, scaling springs to.....?
Anyway...Just though Id ask..
Id like to query the Newtek guys on the zoom+ZClip they get with openGL... They claim this is a feature+limit of open gl, but being an experienced graphics programmer, I'd like to ask just how they are going about this, as no one else I know has ever gotten this problem.
It "looks" like they are changing the camera field of view for ZOOM, rather than moving the camera in (translating). Can I ask why?
The ZClip is bloody annoying, and is the only limiting feature I found in another wise damn fine piece of software...
When doing a "SHIFT-A", this fixes the clip problem, this is because they have now moved the camera....so why not do this on ZOOM as well? Just move the camera down the current vector? I had a play, and I assume this is so they can zoom in, rotate, and zoom out but still be focused on the current point or something? I would argue there are other ways to do this without hitting the ZClip thing, scaling springs to.....?
Anyway...Just though Id ask..