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Fix clipping in webgl2_materials_texture3d #22649
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Would
camera.position.set( 0, 0, 256 )
work too?There was a problem hiding this comment.
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It makes the camera higher, which would keep the object further away than using
camera.position.set( 0, 0, 128 )
. From what I understood, what matters is the initial Euclidean distance from the camera to the object's center.I believe that it would fix the clipping due to rotation only, but not for rotation + horizontal movement.
With the frustrum size of 1000-1=999 (before), I couldn't find a distance that would reliably avoid clipping for rotation + horizontal movement. Either it would clip at the front or at the back.
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Zooming also doesn't seem to affect the frustrum's near and far planes.
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Let OOO be the object and C the camera.
changing only
camera.position.set( 0, 0, 128 );
tocamera.position.set( 0, 0, 256 );
would create the following situation:to
IMO, keeping the z of the camera aligned w/ the center of the exam (z=128) makes sense. But it is subjective.
Here follows the initial viewing angle for
camera.position.set( 0, 0, 256 );
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From what I understood, any
camera.position.set( x, y, z );
, such that sqrt(x^2 + y^2 + (z-128)^2) is approx 1000 = half of the new distance for the frustrum's far plane will work fine.There was a problem hiding this comment.
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We can imagine it as a rotating table.
We don't want the camera to be just outside of the radius of the object:
But outside of the radius of the rotating table itself:
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for
camera.position.set( 0, 0, 256 );
, small translations make the clipping appear again: