Justin improved clipping at extreme zoomlevels. when you were fully zoomed in you couldn't see all the geometry (correctly).

This commit is contained in:
Roel Spruit 2004-01-13 20:55:59 +00:00
parent 4712655080
commit 7e3c4dd0bb

@ -84,6 +84,7 @@
#include "render.h"
#define TRACKBALLSIZE (1.1)
#define BL_NEAR_CLIP 0.001
void persp_general(int a)
{
@ -172,7 +173,7 @@ void project_short(float *vec, short *adr) /* clips */
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>0.1 ) {
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
if( fx>0 && fx<curarea->winx) {
@ -197,7 +198,7 @@ void project_short_noclip(float *vec, short *adr)
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>0.1 ) {
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
if( fx>-32700 && fx<32700) {
@ -222,7 +223,7 @@ void project_float(float *vec, float *adr)
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>0.1 ) {
if( vec4[3]>BL_NEAR_CLIP ) {
adr[0]= (curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
adr[1]= (curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
}
@ -547,11 +548,11 @@ void setwinmatrixview3d(rctf *rect) /* rect: for picking */
float lens, dfac, fac, x1, y1, x2, y2;
short orth;
lens= G.vd->lens;
near= G.vd->near;
far= G.vd->far;
lens= G.vd->lens;
if(G.vd->persp==2) {
near= G.vd->near;
far= G.vd->far;
if(G.vd->camera) {
if(G.vd->camera->type==OB_LAMP ) {
Lamp *la;
@ -578,6 +579,9 @@ void setwinmatrixview3d(rctf *rect) /* rect: for picking */
}
}
}
}else{
near= G.vd->near*G.vd->dist;
far= G.vd->far*G.vd->dist;
}
if(v3d_windowmode) {