Hi all,<br><br>Could someone please explain to me this bit of code from vtkRenderer.cxx, about line 1162<br><br> if (range[0] < this->NearClippingPlaneTolerance*range[1])<br> {<br> range[0] = this->NearClippingPlaneTolerance*range[1];<br>
}<br><br>I've been thinking about it, in relation to this bug report:<br><a href="http://public.kitware.com/Bug/view.php?id=7823">http://public.kitware.com/Bug/view.php?id=7823</a><br><br>I'm interested in WHY the decision has been made to "push" the near-field clipping plane out further when the depth range is too broad.<br>
Why don't we bring the far-field clipping plane back towards us, and clip the stuff that is a long way away?<br>If we do that, then what should range[1] be reset to when range[0] is zero ? (ie we have objects at or behind the camera, I would expect to see all the objects immediately in front of the camera).<br>
<br>I find it annoying when you have an object close to the camera (but not behind the camera) that is clipped when you also have object a long long way away. My focus is on the near-field object, not the far-field object, yet it is the one that is 'punished'.<br>
<br>The Tolerance for 16-bit depth buffers is set to 0.001, which seems arbitrary to me. Is this a value based on experience rather than calculated?<br><br>thanks,<br>Paul<br><br>