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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Sun Jul 23, 2006 9:58 am Post subject: Preventing clipping in PSPGL? |
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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/sg57mili/Water_Base.jpg
http://i42.photobucket.com/albums/e348/sg57mili/Fire_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? |
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Insert_witty_name
Joined: 10 May 2006 Posts: 376
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Posted: Sun Jul 23, 2006 10:12 am Post subject: Re: Preventing clipping in PSPGL? |
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| sg57 wrote: | | I read subdividing each 'region' of my world should prevent the clipping to an extent, True/false? |
True. |
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sg57
Joined: 14 Oct 2005 Posts: 154
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Posted: Sun Jul 23, 2006 1:08 pm Post subject: |
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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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