How to deactivate clipping for an object?

Blitz3D Forums/Blitz3D Programming/How to deactivate clipping for an object?

Pinete(Posted 2006) [#1]
Hi all!

I would like to know if is it possible to deactivate
the camera near clipping for an object.

I have to hands holding a pistol and the clipping
makes that the hands doesn't appears correctly.
(really doesn't appears, never), but the pistol appears
correctly because it is a bit more far from camera.

How could I show objects that hasn't all the geometry
ahead the camera???

Please help!!!

Thanks in advance!

regards


Dreamora(Posted 2006) [#2]
You can't. You would need to texture you put on a quad in front of the camera or reduce the cam near range (as well as the far logically)


Pinete(Posted 2006) [#3]
I've reduced the camera near range to the max I can (0.001)
and it starts to do strange things with zbuffer... and
doesn't works properly even with the hand meshes.

Could be related with this the position of the pivots?

What other trick I could make??

I forget to say that is a model loaded with "Animmesh".. I'm not sure if it has something to do...


_PJ_(Posted 2006) [#4]
I think Ive noticed that if any tri's opf the mesh are not in camera view, then the tris welded to it are also not rendered.

What's the far Range? If you're using 0.001 as near, having a far range of anything over 10 will give Z-Buffer problems no doubt.


Robert Cummings(Posted 2006) [#5]
Look for my fps gun code in code archives. I forgot what it was called, but it solves the clipping problem for fps guns. I did it years ago so I can't remember what I called it. It's in code archives though.