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Camera clipping with near and far #1284

Closed Answered by robertosfield
Daoudou asked this question in Q&A
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The pnear and far planes, set by the projection matrix, are always part of OSG/OpenGL rendering, the DO_NOT_COMPUTE_NEAR_FAR setting only changes how the OSG sets up the near and far values, adjusting the projection matrix so that the near and far planes encompass the extents of the scene that passes the view frustum test.

If switching off the DO_NOT_COMPUTE_NEAR_FAR helps you see more of the scene then it's because the near and far planes (set via the projection matrix) are too far away for the extents of your scene, so you need to set the default values better for your scene.

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