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- Path: sparky!uunet!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!ames!purdue!bu.edu!bass.bu.edu!kiki
- From: kiki@bass.bu.edu (Keith Baccki)
- Newsgroups: comp.graphics
- Subject: Re: Polhemus Head Tracking / GL problem
- Message-ID: <104770@bu.edu>
- Date: 13 Dec 92 02:42:03 GMT
- References: <1992Dec8.144411.16003@hellgate.utah.edu> <1992Dec9.013147.2709@u.washington.edu> <104769@bu.edu>
- Sender: news@bu.edu
- Reply-To: kiki@bass.bu.edu (Keith Baccki)
- Followup-To: comp.graphics
- Organization: Boston University
- Lines: 20
-
- In article <104769@bu.edu> kiki@bass.bu.edu (Keith Baccki) writes:
- >In article <1992Dec9.013147.2709@u.washington.edu> chuckb@stein.u.washington.edu (Charles Bass) writes:
-
- >>"interesting" behaviour. You want to set the near and far planes
- >>to be as close together as possible to maximize your resolution.
-
- >Now, when using zbuffer(), I've been told
- >that it's accuracy depends on the far plane's distance - anyone
- >care to comment on this?
-
- Just me again. To clear up my above statement - you have to
- set your far plane as FAR AWAY as possible (not close) to maximize
- the resolution of the zbuffer. At least that's what my graphics prof
- told the class :) This doesn't sit well with me, since one would
- think that the viewing space will be normalized at some point any-
- way, regardless of the distance of the far plane in world coordinates.
-
-
- keith
-
-