Have you experimented with using an infinite far clip plane? The loss of precision is low (especially if you're already talking about large clip distances), and it's one less arbitrary parameter to worry about.
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Nope I haven't! Any resources you would recommend?
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BIM is one of the few 3D venues where people expect to jump from the very small to the very large immediately. No combination of near clip and far clip can accommodate both. It has to be adaptive...
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The tradeoff is between being able to see the whole scene and having good precision at the far clip plane to avoid things like Z-fighting. I like what
@threejs_org has done with the logarithmic depth buffer, although I'll admit we haven't put it into@HyparAEC yet. - Još 1 odgovor
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What's a BIM viewer?
Anyway... if you're worried about depth buffer precision and don't have much control over it (like in WebGL), IME it's best to first move the near clip plane as far away from the eye as you can afford, gives you much more freedom for the far distance. -
(it's CAD for models of buildings) hmm. could you set it to a small default and like a big game world extend it if the building extents are large and the camera is vertically higher up.
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We compute near / far of the scene and adjust matrix projection from those value. It’s done per frame during the culling phase.
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